[HN Gopher] Blender 3.4
       ___________________________________________________________________
        
       Blender 3.4
        
       Author : TangerineDream
       Score  : 305 points
       Date   : 2022-12-07 14:50 UTC (8 hours ago)
        
 (HTM) web link (wiki.blender.org)
 (TXT) w3m dump (wiki.blender.org)
        
       | SnooSux wrote:
       | > bpy 3.4.0 is available on PyPi, and can be installed through
       | pip install bpy.
       | 
       | Does this mean you can run Blender from Python without the
       | command line?
       | 
       | https://docs.blender.org/api/3.4/info_advanced_blender_as_bp...
        
       | aynyc wrote:
       | Can blender replace sketchup? I just found out sketchup isn't
       | free anymore.
        
         | DonHopkins wrote:
         | You're right, it's not free any more: Burger King charges $0.50
         | a packet!
         | 
         | But you can make your own using blender:
         | 
         | https://www.food.com/recipe/blender-ketchup-89086
         | 
         | Oh, sketchup, not ketchup. Never mind. ;)
        
         | buzzerbetrayed wrote:
         | I haven't really used blender, but I doubt it would be a great
         | replacement for most use cases. Fusion360 on the other hand is
         | free and a great replacement!
        
           | aynyc wrote:
           | Fusion360 has a big learning curve for me. As a once a year
           | hobbyist, not sure if it's worth the investment to learn. I
           | think you are right that blender is probably worse than
           | Fusion for basic carpentry planning, etc..
        
             | longtimelistnr wrote:
             | Blender imo is a much larger learning curve than fusion. In
             | my experience Fusion or solidworks are about fundamentally
             | how to construct a model. Whereas blender is much more
             | oriented towards someone who may be more technically
             | minded. As well as being just for surface models not real
             | world objects.
        
               | aynyc wrote:
               | I suspect that too. If I learn Blender to replace
               | Fusion/SketchUp, I can do other stuff with Blender. But
               | I'm sticking to basic home DIY. I might just spend some
               | time on Fusion.
        
           | somat wrote:
           | Blender is an artsy program and development tends to focus on
           | the artsy side. fusion360 is an engineering program and
           | development tends to focus on that use case. Not to say you
           | cant use it for ether purpose. but loosely, blender is better
           | when you only really care about what it looks like and
           | fusion360 is better when you care not how it looks but about
           | the details of the dimensions of your thing.
           | 
           | personally I enjoy modeling in a parametric program like
           | fusion360 more, I guess it appeals to my inner programmer,
           | but nothing I make could reasonably be called "art".
        
         | q_andrew wrote:
         | Sort of. It can do much more than sketchup, but the interface
         | is not designed for quick drafting like sketchup is. Blender
         | doesn't shield you from the more complex parts of 3D design
         | like sketchup does, but if you learn it you will have a better
         | grasp of the system as a whole.
        
         | kuboa wrote:
         | Depends on what you're doing with it. I'm an architect who have
         | been using SketchUp professionally for 20 years now, and I use
         | Blender for hobby (Geometry Nodes stuff). For architecture
         | work, Blender absolutely can NOT replace SketchUp,
         | unfortunately (it doesn't even have a universal Section tool,
         | for example), even though it's an incomparably more powerful
         | program in every other area.
        
           | chmod775 wrote:
           | > universal Section tool
           | 
           | Can't you get the same thing with a boolean modifier?
           | 
           | Illustration: https://i.stack.imgur.com/FlM1E.png
        
           | aynyc wrote:
           | DIY home repair. Right now, I need some fences repair, just
           | want sketch that out, plus a couple of small container sheds.
        
             | kuboa wrote:
             | In terms of ability, sure, Blender can replace SketchUp
             | (and more), but I don't think it'd be worth the learning
             | hassle just for that. The free SketchUp web version should
             | suffice for small DIY stuff. You can always bring your
             | model into Blender for further refining/rendering anyways
             | (there's a good import addon).
        
               | aynyc wrote:
               | There is a free version? Link?
               | 
               | I want a low learning curve application for home DIY
               | stuff. I tried Fusion, just a bit more complex that I
               | would like, I supposed Blender is ever more so.
        
               | kuboa wrote:
               | Free web version:
               | https://www.sketchup.com/products/sketchup-for-web There
               | is a list of differences between this and their more
               | professional versions if you scroll down. It doesn't
               | support more advanced stuff (like plugins) but all the
               | fundamentals are there and it is pretty performant.
        
         | moffkalast wrote:
         | It can do that to some extent, though the CAD side of it is
         | still a very lacking.
        
       | boppo1 wrote:
       | I love Blender and hope to contribute some day soon. But hoo-boy
       | the codebase is intimidating.
        
         | capableweb wrote:
         | A great way to get started is to write your own addon and get
         | familiar with the Python API. Then as you come across bugs or
         | missing features, you'll have a concrete goal on what you could
         | contribute to, with a anchor to something you're doing "from
         | the outside".
         | 
         | If I remember correctly, Geometry Nodes got started as a
         | Blender addon (called "animation nodes") which eventually the
         | Blender organization went as far as employing the creator of
         | the addon and including it in the main release.
        
           | TillE wrote:
           | That's exactly how I've wound up contributing to a couple
           | large open source projects. Try to build somewhat unusual
           | stuff on top of it, find bugs/deficiencies, fix them.
        
           | boppo1 wrote:
           | I'm pretty handy with the API, but the C behind it all feels
           | pretty byzantine. I'm newish to OOP and C/C++ so before I can
           | worry about interacting with systems like the window manager,
           | internal database, depsgraph, renderers, RNA/DNA, etc. I
           | gotta understand the paradigms that underpin its
           | organization. Documentation is pretty light (but devs are
           | very helpful in chat!).
           | 
           | I guess Python has just spoiled me. I need a class and
           | "everything is right there". In Blender's C/C++,
           | functionality always seems spread across a variety of files
           | and callbacks in a variety of folders. I tried to follow the
           | main loop through an extremely simple action (select a cube
           | onscreen) to see how the stuff I know happens, happens (draw
           | orange outline, highlight in outliner, update undo history,
           | etc.) I knew it would be a lot, but geez, even one of those
           | things is like a week of reading through code.
           | 
           | I do remember how intimidating Blender was the first time I
           | used it though, vs how easy and natural it is now. I'm
           | looking forward to when it will 'click' enough that I can
           | find my way around even though I don't know how everything
           | works. A 'core workflow' to trace through how stuff happens,
           | if you will.
        
       | cheeselip420 wrote:
       | Blender is one of the most capable open source projects around. I
       | wish the GIMP would take a few lessons...
        
         | dedukto wrote:
         | Please, draw a circle.
        
       | nine_k wrote:
       | > Blender as a Python Module
       | 
       | https://xkcd.com/353/ draws nearer and nearer.
        
       | [deleted]
        
       | elil17 wrote:
       | Blender as a Python module is extremely helpful to me as someone
       | who is allowed to install Python modules but not software on my
       | work computer.
        
       | bowsamic wrote:
       | I really love Blender! Now I just need to get back into it now
       | that they've made it so fast on M1. It can be really fun if you
       | have the time for it
        
       | sdkgames wrote:
       | I want them to support a textual shading language for all render
       | engines. Instead, they cultivate graphical programming. From a
       | programmer's point of view, this is a significant drawback.
        
         | dagmx wrote:
         | How would you propose that? Cycles uses OSL, whereas Eevee is a
         | raster OpenGL renderer. There's very few things that can target
         | both.
         | 
         | Unless you mean a different implementation per renderer?
        
       | pkaye wrote:
       | Blender is the one program where features are added faster than
       | one can learn them.
        
       | lijogdfljk wrote:
       | Reminder, if you'd like to support Blender financially you can
       | at: https://fund.blender.org/
       | 
       | I've been getting into Blender for the last few months.
       | Previously i was used to paying ZBrush, Modo and etc 500+ dollars
       | for Licensing, and it's kinda shocking how much functionality you
       | get in Blender for free.
       | 
       | I just signed up for the lowest tier. Not sure how much i want to
       | spare a month, but i can definitely spare a coffee and month and
       | it is well, well worth it. Much thanks to the entire team on
       | Blender, you folks rock :)
        
       | bodge5000 wrote:
       | In case anyone prefers the more flashy release notes
       | 
       | https://www.blender.org/download/releases/3-4/
        
         | jabiko wrote:
         | I'm wondering if this might be the better submission URL. It
         | might be a bit lower on details but at the same time it conveys
         | a richer overview of what the release is about.
        
           | lucideer wrote:
           | Agree.
           | 
           | The submitted URL is high-on-detail (normally good for HN
           | audience) but low enough on context that I'd say it's mostly
           | of use for frequent Blender users & Blender community members
           | (who likely know how to find both URLs).
           | 
           | The flashy URL, while lower on detail, still packs a
           | reasonable amount in. Alongside much-needed context.
        
           | kidfiji wrote:
           | As someone that has little-to-no knowledge of 3D modeling and
           | related software, the "flashier" release notes are catered
           | more for me :)
        
       | lvl102 wrote:
       | I am pretty convinced Blender will be one the most important
       | tools over the next decade. They should teach kids how to use it
       | in middle/high school. Also a great gateway to learn coding with
       | geometry node.
        
         | keepquestioning wrote:
         | Nah, GPT will eventually learn how to 3d model.
        
           | capableweb wrote:
           | That's great (except probably Stable Diffusion and similar
           | approaches are better than GPT). What about the bazillion
           | other features that Blender has as well? You think
           | AI/ML/magic will replace that too in the future?
        
       | DizzyDoo wrote:
       | Early in the year I made the switch from Modo (by The Foundary)
       | to Blender 3.x, and I've been enjoying it. Since I use 3D
       | software for my video games business it's quite daunting to
       | switch a significant part of your workflow over, because the
       | muscle-memory of all the shortcuts is all there, and you've
       | learnt the Way To Do Things(tm) in that particular piece of
       | software.
       | 
       | As much as I liked Modo, I was paying a monthly subscription, and
       | now with Blender I don't and it's got this enormous open-source
       | community that provides a lot of long-term confidence, which I
       | wasn't quite getting with Modo. The UI changes going from 2.x to
       | 3.x was pretty important in my decision to switch.
       | 
       | One thing I found helpful when moving 3d modelling softwares was
       | to setup all the keyboard shortcuts to your previous software's
       | bindings, and then you can tackle figuring out the UI, the
       | different object modes and the Blender Way To Do Things(tm).
       | There's plenty of preference files around on the web that you can
       | plug them in and get going quite quickly
        
         | lijogdfljk wrote:
         | > Early in the year I made the switch from Modo (by The
         | Foundary) to Blender 3.x
         | 
         | Hah, that's me. Except i was out of CG for ~7 years or w/e. I
         | used Modo extensively from 1.0 to .. i want to say 5.0 or
         | something. Tons of modeling. I adored Modo for modeling. This
         | was all before they were bought by Foundary or w/e, though.
         | Back when it was Luxology.
         | 
         | Maybe you have an opinion here.. but how is Blender for
         | modeling? Specifically when 3D Navigating. So far i've found
         | Blender to be .. okay, like it has all or almost all the tools
         | i remember from Modo... but something just feels different.
         | Modo felt so fluid, intuitive. Especially with 3D navigation.
         | Something just doesn't feel as good about 3D Nav compared to
         | Modo. But i can't put my finger on it.
         | 
         | Regardless, Blender has so much power i absolutely adore it.
         | I'm just trying to capture that fluidness that i had in Modo.
         | Yet i can't articulate what it is. Which.. sucks, heh.
        
           | DizzyDoo wrote:
           | I'm really just using Blender for modelling and UV unwrapping
           | (and I've used the paint-to-texture feature once) and I think
           | it's pretty solid, but I really haven't gone near sculpting
           | or anything soft-surface/organic. I probably need to model
           | another dozen things to get up to my Modo ability though.
        
           | leeches wrote:
           | I also used Modo from version 101 to 501. Maybe it's because
           | of baby duck syndrome, but I have never found anything that
           | even comes close to Modo, in terms of ease of use and
           | workflow.
           | 
           | You can get the Blender viewport behaviors to match Modo, but
           | you'll need to customize all the Input/Navigation/Keymap
           | settings. The modeling tools themselves are mostly kind of
           | there at a foundational level, but it's all really clunky in
           | comparison. I wish that Blender had the work plane and tool
           | pipe. I just learned the Blender way to do things, instead of
           | trying to fight it.
        
       | kuboa wrote:
       | This is a relatively tame update, but the roadmap for the near
       | future is really exciting, with stuff like Simulation Nodes
       | (which already has a usable experimental branch) and Blender Apps
       | (https://code.blender.org/2022/11/blender-apps)
       | 
       | I'm not a programmer so I struggled with the fundamental concepts
       | a bit when learning Geometry Nodes, but it's been the best new
       | addition to my life in a long time. I think I haven't watched any
       | TV show in a year or two because I prefer to spend my time
       | fiddling with GN and answering people's questions about it on
       | Blender Stack Exchange (found out that it's a fantastic way to
       | learn--they're like little prompts leading you to discover areas
       | you hadn't even realized existed). Blender community is so big,
       | creative, enthusiastic, and helpful--you go on Blender-Twitter
       | and it's people making playful/interesting stuff all day and
       | sharing how they did it. I can't stop gushing about it to anyone
       | who'd listen.
        
         | pinkwinds wrote:
         | Any recommendations as for whom to follow on Twitter?
        
           | [deleted]
        
           | kuboa wrote:
           | @erindale_xyz (probably the most well known member of the GN
           | community, fantastic YouTube channel as well)
           | 
           | @JacquesLucke (creator of Animation nodes, who was then hired
           | by Blender)
           | 
           | @FreyaHolmer (not necessarily Blender stuff, but great game-
           | dev geometry/math content)
           | 
           | Tinkerers: @higgsasxyz @cmzw_ @artofriaz3d @WannesMalfait
           | @JesseMiettinen @Bbbn192 @Mrdodobird @cgonfire @Sanctus_Art
        
       | [deleted]
        
       | coder543 wrote:
       | The wiki still claims 3.4 hasn't released, although the download
       | page has been updated. What's weirder is that past releases have
       | had a easy-to-consume release notes[0], but 3.4 doesn't? Maybe
       | posting it here now is jumping the gun a little?
       | 
       | [0]: https://www.blender.org/download/releases/3-3/
        
         | afturner wrote:
         | The pretty release notes have been published [1]. Maybe it's
         | worth updating the post link to point to it.
         | 
         | (ninja edit, the page is now listed on the releases page [2])
         | 
         | [1] https://www.blender.org/download/releases/3-4/
         | 
         | [2] https://www.blender.org/download/releases/
        
           | coder543 wrote:
           | yeah, when I tried that link manually earlier, it just
           | redirected to the wiki that the OP linked to.
           | 
           | This post should _definitely_ be updated to point to that
           | release notes page, if @dang sees this.
        
       | mrtksn wrote:
       | Any idea on what happened with Apple becoming a sponsor? Apple
       | Silicon compatibility is achieved but I don't see Apple in the
       | sponsor list: https://fund.blender.org
        
         | dagmx wrote:
         | I don't think Apple were ever listed even though they're a
         | sponsor (probably due to some desire for branding)
         | 
         | However they're still contributing to porting it to Metal and
         | improving that support, among other things. You can see various
         | things in progress on the Blender dev pages
        
         | catach wrote:
         | Either they ended sponsorship, the list isn't updated in a
         | timely manner, or Apple didn't want to be listed.
        
           | kuboa wrote:
           | It's optional and Apple didn't want to be listed. Their logo
           | has never been displayed on the page. They collaborated with
           | devs from Apple quite closely though, they used to put the
           | meeting notes and updates on devtalk.blender.org
        
             | catach wrote:
             | That did seem most likely to me, thanks for the
             | confirmation.
        
             | bitigchi wrote:
             | They still do. Latest[1] from just a week ago.
             | 
             | [1] https://devtalk.blender.org/t/2022-11-30-render-cycles-
             | meeti...
        
       | phkahler wrote:
       | Any word about the CAD Sketcher addon?
        
         | digdugdirk wrote:
         | Interesting, I hadn't heard of this before. As a mechanical
         | engineer, it seems like it wouldn't be able to compete with the
         | free (non-open source) CAD platforms - as much as I would
         | absolutely love to see an open source CAD software grow out of
         | something like Blender.
         | 
         | What is your use case for it?
        
           | SxC97 wrote:
           | I wanted to get back into CAD stuff for 3D printing, what
           | free platforms are out there? In my research, I've only come
           | across freeCAD and Fusion360.
        
             | phkahler wrote:
             | >> what free platforms are out there? In my research, I've
             | only come across freeCAD and Fusion360.
             | 
             | Try Solvespace. It's not as complete as those, but a hell
             | of a lot more fun!
             | 
             | https://solvespace.com/index.pl
        
             | somat wrote:
             | give solvespace a try. it is very limited compared to the
             | ones you listed. however I find it enjoyable, fun you may
             | even say, to use. But I have to admit I would have a hard
             | time using it professionally.
             | 
             | https://solvespace.com/index.pl
        
           | phkahler wrote:
           | >> What is your use case for it?
           | 
           | It uses the geometric constraint solver from Solvespace,
           | which is OSS CAD that I contribute too. The same solver has
           | also been integrated into one workbench in FreeCAD. It makes
           | a lot of sense to me that someone wants it directly in
           | Blender for simple parametric designs. Not everything is
           | character animation after all! :-)
        
       | darkteflon wrote:
       | I listened to an interesting interview[1] this week with
       | Blender's creator (and current foundation chairman) Ton
       | Roosendaal.
       | 
       | He thought that one of Blender's major challenges was recent
       | developments in the real-time rendering space - notably Unreal
       | Engine.
       | 
       | They're not direct competitors, of course (and Epic has donated
       | to the foundation) but it does speak to how impressive UE's
       | render pipeline is.
       | 
       | Again, it's not a direct comparison, but it's remarkable what UE5
       | can do at 60fps on a mid-range Nvidia 30 series card (even
       | without DLSS) versus how long it takes Cycles to render a single
       | frame.
       | 
       | I've no doubt Blender will be a future innovator in this space
       | too.
       | 
       | [1] https://overcast.fm/+mSOZes2FM
        
         | somat wrote:
         | Blender has a realtime renderer. it is known as eevee.
         | 
         | https://docs.blender.org/manual/en/latest/render/eevee/intro...
        
           | darkteflon wrote:
           | Yes, I'm aware of eevee. Would you say that eevee produces
           | output of a comparable quality to Cycles or UE5 with Lumen?
        
             | somat wrote:
             | I have no idea, I only use blender rarely and almost never
             | render. eevee is intended to be compatible with cycles, I
             | would guess that if your scene does not depend on the
             | advanced lighting that a forward renderer like cycles
             | enables it could replace cycles. I also expect it to be as
             | good, if not better than ue5 as it does not have to hit the
             | framerates that ue5 has to achieve.
        
               | darkteflon wrote:
               | Yes, eevee can look great with the right settings. I
               | guess the devil in the detail is what we respectively
               | mean by "great", and "better". Context is crucial: what
               | you're trying to do, where you're doing it and with what
               | constraints, etc.
               | 
               | I guess I would just then reiterate the context of my
               | original comment, which is that the creator of Blender
               | and current foundation chairman is looking at UE's real-
               | time render pipeline and coming away very impressed, even
               | to the extent that he thinks it should influence the
               | future direction of Blender's own real-time pipeline.
        
         | naikrovek wrote:
         | yeah. they are wildly different approaches to rendering, with
         | the realtime stuff taking shortcuts in the name of performance,
         | whereas the non-realtime stuff isn't making the same choices.
         | accuracy rules with path tracers like Cycles.
         | 
         | realtime 3D engines have gotten extremely good at
         | approximation, though, and they get better all the time.
         | 
         | around the time they perfect it, hardware will be able to do
         | pathtracing in real time, meaning the shortcut path and the
         | long path to the goal of photorealism were about the same
         | length, just through wildly different terrain.
        
       | norwalkbear wrote:
       | I love blender. Software developers on hackernews HAVE to try out
       | the blender python api.
       | 
       | It's just an integral part of my workflow especially for modding
       | games.
        
         | coldpie wrote:
         | Haha the Blender Python API!
         | 
         | Back in high school, a friend and I wrote a 3D platforming
         | video game from scratch. The on-disk 3D model format we used
         | was something I just came up with. It was plaintext ASCII where
         | we would write in every vertex and tex coord by hand, and the
         | engine would turn those over to the obvious OpenGL functions.
         | That was obviously stupid, so my friend learned how to use
         | Blender and wrote an exporter to my format using its Python
         | API. You can read a bit about it here[1] on our old website,
         | written in 2005 when we were around 17 years old. Memories.
         | 
         | My friend eventually went on to develop & commercially release
         | a 3D platforming game called Poi[2].
         | 
         | [1]
         | https://brightnightgames.com/games.php?game=sa&sec=developme...
         | 
         | [2] https://en.wikipedia.org/wiki/Poi_(video_game)
        
           | ekianjo wrote:
           | Funny just stumbled upon Poi yesterday! Small world
        
             | coldpie wrote:
             | Hey, you're the Boiling Steam guy :) I used to be the lead
             | dev on Proton, I think we emailed once or twice. Small
             | world, indeed.
        
           | aliswe wrote:
           | Respect!
        
         | worldsayshi wrote:
         | What things do you typically use the API for? I can't come up
         | with anything off the top of my head where you'd rather use the
         | API than the GUI.
        
           | capableweb wrote:
           | Less useful since Geometry Nodes were included, but
           | generative/procedural stuff was only possible via the API for
           | a long time. Besides that, every single addon is leveraging
           | the Python API, so basically any functionality you get from
           | installing an addon.
           | 
           | Besides that, I've written bunch of macros as basically
           | python files I execute in Blender to do repetitive tasks.
           | Another thing I've done is writing a distributed render queue
           | for headless rendering, using the Python API.
        
           | boppo1 wrote:
           | Suppose I want to keyframe 200 birds or something, taking off
           | two at at time about every second with a bit of randomness.
           | Oh, I want there to be some variation in their colors. And I
           | just realized I want the interpolation on all of them to be
           | linear, not bezier. That's 50+hours of tedious gui work
           | reduced to 4 hours with the API.
        
             | capableweb wrote:
             | In reality/right now, you'd probably use either a particle
             | system, the boids system or just geometry nodes for
             | something like that though, although for earlier versions
             | of Blender your solution would probably be needed.
        
           | [deleted]
        
           | lijogdfljk wrote:
           | I've been using it to automate behavior of an asset pipeline
           | for a game. Basic stuff, like taking many assets and putting
           | them in the right location, combining several things,
           | rendering, on demand (not at runtime, but based on usage in
           | the game), etc.
           | 
           | Neat thing too is it's in Rust, not Python.. because, well, i
           | prefer and know Rust, and by doing it in Rust it works with
           | the rest of my game code so that on-demand stuff i mention
           | plugs in nicely to my existing ecosystem. Note that i'm using
           | Py03 for Rust, so it's just Rust<->Python. Not native Rust
           | support or anything
        
           | norwalkbear wrote:
           | Basically automating variant creation and modifying assets
           | for various level of details.
           | 
           | Also automatic fixing of imported models from various game
           | ripping sites.
        
         | pwenzel wrote:
         | I use Blender's Python API for transforming 3d objects to
         | render on my analog oscilloscope.
         | 
         | Demo: https://www.youtube.com/watch?v=thWgiEtQs7A
         | 
         | Blender Tutorial: https://www.youtube.com/watch?v=AQLimxRDFWc
        
           | smcnally wrote:
           | The oscilloscope visuals makes everything more watchable.
           | Everything on your SRS channel looks fun.
        
         | afpx wrote:
         | Apologies for the GPT hijack, but I've been having a lot of fun
         | creating procedurally-generated scenes in blender using GPT
         | Chat.
         | 
         | For example "write code in python using blender libraries to
         | create a scene that contains a procedurally-generated mobius
         | strip"
         | 
         | Usually the results are pretty good.
        
         | runevault wrote:
         | I've pondered learning it but hadn't gotten around to it. Any
         | particular resource you recommend as a starting point? Because
         | being able to automate certain things myself sounds great,
         | though I'm super rusty on python.
        
         | aequitas wrote:
         | Blender's API is the entire reason I started venturing into the
         | Python ecosystem. Found out I was no good at designing 3D but a
         | lot better at programming.
        
         | tapia wrote:
         | I love blender, but the Python API is really unpythonic. I
         | really wish you could treat the different things as objects and
         | not by referencing then by their names. Nevertheless, it's
         | pretty cool to automate some things I have to do at work (I am
         | a civil engineer working in research)
        
       | FrozenSynapse wrote:
       | Same as other posters, I love Blender! Cannot wait for 3.5 with
       | simulation nodes.
        
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