[HN Gopher] Blender 3.5
       ___________________________________________________________________
        
       Blender 3.5
        
       Author : emadabdulrahim
       Score  : 195 points
       Date   : 2023-03-29 16:43 UTC (6 hours ago)
        
 (HTM) web link (www.blender.org)
 (TXT) w3m dump (www.blender.org)
        
       | lovehashbrowns wrote:
       | One of my favorite projects ever. I'm having a ton of fun
       | learning blender and I can't wait to get to the point where I can
       | start learning hair modeling.
        
       | ftxbro wrote:
       | me: wondering if it has gpt integration
       | 
       | blender: HAIR
        
         | CyberDildonics wrote:
         | You thought an open source 3D animation program would have
         | sophisticated text generation as a feature?
        
           | KineticLensman wrote:
           | I know what you mean, but prompt driven object construction
           | could be useful
        
             | cornstalks wrote:
             | You mean like this?
             | https://news.ycombinator.com/item?id=35320571
        
           | ftxbro wrote:
           | obviously ridiculous to think blender would have gpt
           | integration https://news.ycombinator.com/item?id=35320571
        
             | master-lincoln wrote:
             | Blender has support to programmatically generate and
             | manipulate 3d objects. Of course it could be handy for some
             | users if those programs can be written by a tool that has
             | natural language as input. And as you pointed out there a
             | plugins doing that. But I would agree it's obviously
             | ridiculous to think Blender would integrate some third
             | party commercial non-free API into it's core.
        
             | CyberDildonics wrote:
             | You thought in two days they would integrate a commercial
             | plugin that uses a closed commercial API that just
             | generates commands and then put in a major release?
        
           | sebzim4500 wrote:
           | I've seen videos of GPT integration into blender that make it
           | look quite useful, so it's not a crazy idea.
        
           | joering2 wrote:
           | no, but if you watched presentation you mostly fiddling with
           | numerical values for how the hair would be constructed. not a
           | hard stretch to imagine GPT learning how to fiddle with that
           | and create its own characters by - yes - generating text
           | values / numerical values that Blender understand.
        
         | rhtgrg wrote:
         | Looks like GPT is the new 'blockchain', except it's the
         | unwashed masses calling for it rather than VCs (I suppose the
         | latter have learned some hard lessons recently).
         | 
         | Who am I kidding, VCs will be VCs.
        
           | nickstinemates wrote:
           | VC twitter and linkedin are awash with GPT.
        
             | marban wrote:
             | So is HN TBF.
        
           | sebzim4500 wrote:
           | I don't know about that. I think it is fully plausible that
           | products like Blender will get LLM integration over the next
           | few years. Already this looks quite useful and it's made by
           | one guy in a week.
           | 
           | https://github.com/gd3kr/BlenderGPT
        
           | ftxbro wrote:
           | Hi, it looks like you are commenting on my username: ftxbro.
           | Thanks for noticing!
           | 
           | After lurking I made this account only to post a joking-not-
           | joking explanation of why Alameda had the weirdly specific
           | credit limit $65,355,999,994 with FTX and why I thought it
           | could be a funny off-by-almost-1000x bug/typo/mishap
           | https://news.ycombinator.com/item?id=34473811 but I think
           | almost no one read my comment because I posted it so late
           | after the thread had scrolled off the front page :(
           | 
           | EDIT: wait did you call me an unwashed mass? usually the
           | unwashed masses call me an elitist!
        
         | master-lincoln wrote:
         | Why would an open source 3d software integrate a commercial
         | third party API that is not free, especially when the API is
         | about text generation?
        
           | wahnfrieden wrote:
           | Text includes parameter and API automation
        
         | [deleted]
        
       | douglee650 wrote:
       | Ok, native Metal 3d viewport is ++++. Tested on a Macbook Pro M1
       | 32 core 62gb ram Ventura.
       | 
       | - In Properties > Render Properties > Cycles => set device to
       | "GPU Compute"
       | 
       | - In Preferences > System set Render Devices to Apple M1*, GPU
       | Backend to "Metal"
       | 
       | - If you have a scene open it will black out for a few, mine was
       | about 20 sec
       | 
       | Very much faster and better
        
       | antoineMoPa wrote:
       | > With great power comes great complex-ability, so Blender now
       | includes hair assets to make your life easier.
       | 
       | That's a good lesson is software/product design. As things get
       | featureful/complicated, it's nice to provide carefully chosen
       | defaults and samples to help people get started.
        
       | jzer0cool wrote:
       | Anyone know the performance on M1 Mac, 16GB ram for use creating
       | only simple model s? I do not plan on creating thousands of
       | objects for a scene and wondering if it is suitable machine for
       | learning and where it might start to lag.
        
       | preommr wrote:
       | The vector displacement maps for sculpting look amazing.
       | 
       | Kind of surprised they didn't lead with that instead of focusing
       | so much on the hair.
        
         | thomascgalvin wrote:
         | I only follow this stuff casually, but IIRC hair is notoriously
         | difficult to render realistically without massive computing
         | power. It doesn't surprise me that this would be called out as
         | a leading feature.
        
       | ccity88 wrote:
       | Blender is what I point to when people tell me open source is
       | doomed for failure. There isn't anything that comes remotely
       | close in terms of features and ubiquitous support, and its free.
       | Honestly the best example of open source done right.
        
         | [deleted]
        
         | CreepGin wrote:
         | Also a reminder of how tenacious you gotta be in order to have
         | "open source done right". Remember Blender is almost 30 years
         | old.
        
           | mixmastamyk wrote:
           | https://www.joelonsoftware.com/2001/07/21/good-software-
           | take...
           | 
           | good-software-takes-ten-years-get-used-to-it
           | 
           | Linux, Firefox, Chrome disproved "open source failures"
           | twenty (and over) years ago. Nice to have another app in the
           | mix.
        
           | capableweb wrote:
           | And on the brink of not existing at a couple of times in its
           | history, reinforcing how tenacious you have to be :) Huge
           | Kudos to Ton who've been through hell and back for Blender to
           | end up what it is today.
        
       | thomastjeffery wrote:
       | Every Blender release is _exciting_ to read about.
       | 
       | How many other software projects can you say that for?
        
         | mordae wrote:
         | Godot.
         | 
         | Also PostgreSQL and KiCad major versions.
        
         | whateveracct wrote:
         | Glasgow Haskell Compiler!
        
         | asutekku wrote:
         | Unreal Engine
        
         | pier25 wrote:
         | Not even commercial ones!
        
         | OoooooooO wrote:
         | Dolphin comes to mind.
        
           | lostgame wrote:
           | Actually _immediately_ thought of Dolphin with this comment.
           | The Dolphin team 's dedication to having fantastic write-up
           | that match every release is commendable as hell. Phenomenal
           | software, as well. :)
        
       | mixmastamyk wrote:
       | This is an impressive project, but I was hoping the UX
       | standardization would continue. Seems to have slowed? I've
       | started using it this month due to hearing things had been
       | improved, but what did I find?
       | 
       | - Window always opens maximized, which I _never_ want. Couldn 't
       | find a way to change it. (A common arrogance of media apps.)
       | 
       | - F11 key doesn't toggle fullscreen. To its credit I was able to
       | change this. Defaults are important however.
       | 
       | - When in full screen the top left menu doesn't extend to the
       | edge of the screen. So you can't easily hit it without slowing
       | down. I first learned about Fitt's Law in the 90s, not exactly
       | new:
       | 
       | https://www.asktog.com/columns/022DesignedToGiveFitts.html
       | 
       | Is this a lack of interest? Or special-snowflake syndrome?
       | 
       | Another quibble with media apps is that they want to use their
       | own special hotkeys for zooming, panning etc, but I never want
       | them to be _different_ from my browser and /or web maps, which
       | are used every single day. Option doesn't seem to exist to change
       | them in a group to standards. Probably could do individually, but
       | don't yet have time, and risk conflicts.
       | 
       | To be a good desktop citizen these things still need to be
       | addressed. Looks like they have profiles now so non-standardisms
       | could be moved to the classic profile.
        
         | bitbang wrote:
         | You keep using that word "standard". I do not think it means
         | what you think it means.
        
       | dividuum wrote:
       | I hope this doesn't sound negative, but I'm curious about the
       | converging feature set of modeling software like blender and game
       | engines like Unreal. From my total amateur point of view it seems
       | game engines slowly get all those nice modeling features and
       | visual fidelity, while also being able render all it in real
       | time. How can modeling software compete with that? Vastly better
       | tools for modelling?
        
         | fassssst wrote:
         | Blender also renders in real time. It's useful outside games, I
         | like just drawing in it. It's like a way more powerful
         | Illustrator.
        
         | [deleted]
        
         | asutekku wrote:
         | Unreal's modeling tools are fine for blocking out stuff but you
         | still want to do proper modeling in an actual modeling software
         | because of the modifiers & tools that make the process so much
         | simpler and less cumbersome
        
         | capableweb wrote:
         | The workflow difference starts to matter more than actual
         | features, where for me the workflow for modelling in Blender is
         | miles ahead than what you get in something like Unreal Engine.
         | 
         | Secondary and more technical, not everything has to or can be
         | real-time rendered, and for that Blender is probably still king
         | of the two, where Unreal Engine is optimized for real-time.
         | 
         | There are things you can only do in Blender, and vice-versa, so
         | what the right tool is will as always depend on the job.
        
         | MayeulC wrote:
         | Yes, blender is mainly a modeling tool. You can plug it into
         | many different renderers (technically, including an Unreal
         | engine game where you exported your models). Epic subsidising
         | it should hint at it not being a competitor :)
         | 
         | There are other niche tools in a creative pipeline, like
         | Substance Painter for texturing and applying surface shaders.
         | Blender has image and material edition capabilities, but they
         | are more entry-level than competitors to Substance and
         | GIMP/Photoshop.I think there's a niche for a lot more tools,
         | including "AI" stable diffusion-like tools.
         | 
         | Also, blender used to have its own "Blender Game" engine.
        
       | Reitet00 wrote:
       | Blender looks better and better!
       | 
       | I was wondering... Is there a good book teaching Blender
       | fundamentals covering more recent versions?
        
         | rwl4 wrote:
         | The fastest way to get started is to watch Blender Guru's
         | excellent beginner donut series.
         | 
         | https://www.youtube.com/playlist?list=PLjEaoINr3zgFX8ZsChQVQ...
        
           | Reitet00 wrote:
           | I've been half way through this tutorial once and it indeed
           | is fantastic. I'm not sure if it applies to recent versions
           | of Blender though.
        
         | creativenolo wrote:
         | I commented elsewhere so I sound like I am trying to push it.
         | This book does it. I speak passionately about this because
         | video tutorials just don't do it for me. And you asked for a
         | book but the other comment is a video. When you google Blender
         | books it's mostly people asking and people answering with
         | videos references : https://www.blendersecrets.org/book
        
           | Reitet00 wrote:
           | Greatly appreciate it! I don't know why but book format is
           | the one I like best, maybe it's a mix of learning at my own
           | speed and at the same time something tangible that I can mark
           | in various ways.
           | 
           | Thanks!
        
       | koch wrote:
       | What's blender
        
         | jeron wrote:
         | 3D computer graphics software
        
         | mandmandam wrote:
         | It's the best example of how open source software can reach
         | industry standard - and possibly above, in some ways.
         | 
         | It's 3d software used for movies, engineering, and even game
         | creation.
         | 
         | You might find this link helpful -
         | https://www.blender.org/about/
        
           | jcelerier wrote:
           | > It's the best example of how open source software can reach
           | industry standard - and possibly above, in some ways.
           | 
           | it started as closed source industry software though, that's
           | different than a lot of OSS out there
        
         | detuur wrote:
         | [flagged]
        
       | lars_francke wrote:
       | It's become a ritual for me: Get excited by the Blender release
       | notes on HN, try to find good beginner resources, play around
       | with it for an hour, give up.
       | 
       | This is not a negative comment about Blender. I'm not their
       | target audience I guess. I just _want_ to learn it but I can't
       | really find good resources that start at 0.
       | 
       | There are some Youtube channels out there but videos have never
       | been a good way of learning for me. It's tough keeping material
       | up to date with a fast moving project.
       | 
       | I enjoy these threads every time!
        
         | krisoft wrote:
         | What kinda thing would you want to make?
         | 
         | Blender can do so many things. I personally use it to draw
         | pretty things to be 3d printed, and then cast out of metal. But
         | there are people who use it to composite things into live
         | action footage, people who make game assets, and a lot more.
        
           | lars_francke wrote:
           | I'm mostly interested in a 3D printing suite as well.
           | 
           | I've been using SolidEdge for a few years and Fusion and also
           | tried FreeCad but the latter also never really clicked for
           | me.
           | 
           | I'm trying to find an open source solution - I understand
           | that SolidEdge etc. are parametric and Blender is not. But I
           | at least wanted to get good enough in Blender to make simple
           | things (mostly functional, not pretty as in your case).
        
             | ravenstine wrote:
             | My 3D printing needs are not seriously complicated, so I've
             | found that OpenSCAD to be the best solution for me. Because
             | I'm a programmer, a workflow focused on programmatically
             | generating geometry is very intuitive. Everything else I've
             | tried is too cluttered and complicated for what I want to
             | do. It's weak when it comes to organic geometry, but most
             | of what I make isn't organic-looking. If I needed to make
             | something more organic, I'd probably make the base model in
             | OpenSCAD first and then bring it into Zbrush.
        
               | BanazirGalbasi wrote:
               | I've done some basics with OpenSCAD and it does well, but
               | as soon as I want to do anything that isn't just a bunch
               | of extruded polygons I run into trouble. Also the lack of
               | chamfer and fillet functions is frustrating, even though
               | I know I can use a custom function someone else wrote I
               | don't like not understanding the math behind the code.
        
             | JKCalhoun wrote:
             | I'm a noob but have learned Blender->3D-print. I can report
             | that it works well enough for me.
             | 
             | WIP: https://www.therpf.com/forums/threads/scratch-built-
             | space-tu...
        
             | phkahler wrote:
             | Try solvespace. There is also the CAD sketcher addon for
             | blender, but that's big software compared to solvespace.
        
         | gabereiser wrote:
         | To reiterate what others have said, one doesn't just "learn
         | blender", it's way too complicated a software with too many
         | parts for different roles/jobs. Instead focus on a goal. Have a
         | project in mind and pursue the learnings to complete the
         | project. Start small like "I want to model and render a small
         | room" to get the feel for sculpting and modeling, materials and
         | lighting.
        
           | BolexNOLA wrote:
           | Exact same way I "learned" audacity.
        
             | actionfromafar wrote:
             | But ... if audacity is like notepad, blender is like vim.
        
               | gabereiser wrote:
               | Or neovim with an emacs plugin called cycles...
        
               | ElSinchi wrote:
               | So.... How do I exit blender?
        
           | lars_francke wrote:
           | You are correct. I did elaborate on that in another thread.
           | 
           | I did come in with a concrete project when I first started
           | looking at this years ago. I'm interested in creating models
           | for 3D Printing.
           | 
           | Unfortunately, even with this limited scope I found it hard
           | to get started. But again: I'm not blaming anyone. I know
           | that I'm using a professional tool as an amateur who does not
           | even have enough time to skill himself up for something that
           | is possible in this tool but not its primary use-case.
           | 
           | Mostly, my comment was meant as a fun/light story about how
           | much I like thos release notes and how they get me to spend a
           | whole evening on Blender every time they pop up.
        
         | hollander wrote:
         | I'm with you. For me it's also about motivation, and getting
         | past that point where you can do basic things, and then learn
         | by doing. I'm on a Mac, but I do have a big monitor with a wide
         | keyboard, so I could give that a try.
         | 
         | Udemy has some good courses for which you never should pay more
         | than $20 and they always have offers. It's not about time, but
         | it's about getting yourself motivated to do that course day
         | after day.
        
         | mixmastamyk wrote:
         | I'd recommend a highly-rated book if you are starting from 0.
        
           | lars_francke wrote:
           | Do you happen to have a recommendation? Books have the unfair
           | disadvantage that they are out-of-date the moment they hit
           | the printer.
        
             | mixmastamyk wrote:
             | I don't but would pick the highest-rated books from
             | versions 3.x or 3.2x.+ because interfaces changed.
             | 
             | Blender and similar programs have been around for decades
             | however. Learn one and you learn them all to some degree.
             | Personally learned Maya and 3DSMax back in the day and so
             | Blender basics were pretty understandable once they
             | improved standardization of the UI.
        
         | ehvatum wrote:
         | I recommend starting right out of the gate with a modest
         | project goal in mind, such as something neat to 3d print, or a
         | simulation of interesting gears turning.
         | 
         | The period where you feel like you're progressing the least and
         | struggling the most is actually when you're learning fastest.
        
         | jolexxa wrote:
         | hey me too!! The video that finally helped me get going was
         | this one from Imphenzia on YT: https://youtu.be/1jHUY3qoBu8
         | 
         | all his other stuff is great, like building and rigging a low-
         | poly character. Instead of having to follow tutorials and make
         | stuff I didn't want to, he shows you how to use the tools to
         | make what's in your imagination!
        
         | Claude_Shannon wrote:
         | Check this, his vids were the best for me (and then his stuff
         | on ArtStation, but paid :| )
         | 
         | https://www.youtube.com/watch?v=g2U0MiZSV9A
        
           | lars_francke wrote:
           | Thank you! I'm happy to pay for good content. I'll take a
           | look.
           | 
           | In fact, If I could make a targeted donation towards Blender
           | that only goes towards funding documentation I'd be up for
           | that as well.
        
             | notRobot wrote:
             | You should write to them and ask! I'm sure lots of people
             | will appreciate that, it seems like a worthy cause.
        
               | lars_francke wrote:
               | You know what, that's a good idea. I did send an email
               | just now.
               | 
               | We have the concept of "targeted donations" over at the
               | Apache Software Foundation. I did actually check their
               | about page (https://fund.blender.org/about/) where they
               | mention that 5-8% of the funds go into "making
               | development projects visible and accessible in general"
               | and one part of that is docs.
        
               | notRobot wrote:
               | Hope it works out! :)
        
             | Claude_Shannon wrote:
             | I'd be willing to vouch for his courses on ArtStation; he
             | was explaining his line of thought well.
             | 
             | My issue with most of paid tutorials is that it's hard to
             | know if it will be worth it - 40 USD is not a lot to most
             | of you I pressume, but I'm a Pole and a student, so that is
             | suddenly a way bigger sum of money.
        
         | yurymik wrote:
         | Did you try https://www.youtube.com/watch?v=nIoXOplUvAw ?
        
           | lars_francke wrote:
           | I did, yeah. Didn't work for me:
           | https://news.ycombinator.com/item?id=35360962
        
         | punyearthling wrote:
         | Polygon Runway has a good intro tutorial. But like you, I'm in
         | a similar boat. Play around with it for a couple hours and
         | can't get back into it even when I really want to. I think it's
         | a matter of building a good habit.
        
         | evanwalsh wrote:
         | For anyone just getting started, no video tutorials really
         | clicked for me until I found Grant Abbitt's:
         | https://www.youtube.com/playlist?list=PLn3ukorJv4vuU3ILv3g3x...
         | 
         | Obviously no guarantees of instant savantism, but never say
         | never!!
        
           | CobrastanJorji wrote:
           | Grant Abbitt's the best. His Udemy course "Complete Blender
           | Creator: Learn 3D Modelling for Beginners" is really great
           | for a complete novice. It's a really well thought out style
           | of "repeat after me, now let's do it again and I'll give you
           | a bit less guidance, now here's the thing again and you try
           | it on your own, okay now I'll walk through it." Very
           | intentional, very well done, broad introduction to many
           | tools.
           | 
           | He also has some short free videos of the same style: "here's
           | a simple shape, produce it on your own, now I'll show you how
           | I would've done it."
           | 
           | Of course, it's on Udemy, so the price rapidly vacillates
           | between $10 and $190 according to no system knowable to man,
           | but when it's on the cheap end it's a great deal.
        
             | lars_francke wrote:
             | Thank you both for that recommendation. I'll be sure to
             | look at his courses when the next Blender release comes out
             | ;-)
        
               | CobrastanJorji wrote:
               | It's a fun week or two of evening activities. Gives you
               | that "oooo, my thing looks like the picture on the box"
               | tutorial rush.
        
         | JKCalhoun wrote:
         | I kind of did the same. The hours may have added up though -- I
         | finally started grokking it a bit.
         | 
         | Actually, what finally worked was to have a very specific
         | (small) project in mind. For me it was to figure out how to
         | model a plastic storage bin. I struggled for days on that one
         | -- making all the rookie mistakes.
         | 
         | Having now done several follow-on projects in Blender I think I
         | could go back and create that plastic storage bin in less than
         | an hour.
         | 
         | It's going to just take time. But having a small, achievable
         | goal/project in mind will give you the excuse to get there.
        
         | weaksauce wrote:
         | the blender doughnut project video series is a pretty good
         | intro to them and your complexity can go up quite a bit
        
           | lars_francke wrote:
           | I did the first five or so videos and that didn't work for
           | me. I know, that others have different opinions here but it
           | was too much "do this, then do that, then this" for me and
           | too little explanation why.
        
             | botdan wrote:
             | He's acknowledged some of the short-comings of the most
             | recent iteration of the doughnut tutorial on twitter
             | before. Blender 4.0 should be coming out later this year
             | and he's stated he'll be releasing a new version then:
             | https://twitter.com/andrewpprice/status/1631529825717604353
        
         | smcleod wrote:
         | You're not alone. I think it's a problem with all 3D modelling
         | and CAD software as well - it's all amazing - but it's all
         | really quite horrible to use.
         | 
         | Just think how easy it is to do simple things like cutting and
         | pasting selections in 2D (even with any number of layers) with
         | tools like Photoshop, Pixelmator Pro and GIMP - now you try
         | doing that in Blender or Fusion 360 and you'll quickly find
         | that not only is not at all intuitive - it's a bloody
         | nightmare.
        
         | agumonkey wrote:
         | not every piece of software sticks, blender post 2.8 is an
         | amazing achievement, but he'll never get me the way Maya does
        
         | ulnarkressty wrote:
         | Yep, same here. I remember years ago playing around with the
         | student version of 3DS Max, was able to create and animate
         | quite complex scenes for my school presentations in minutes,
         | everything was very intuitive and stable. Trying to use Blender
         | feels like I'm wrestling with the interface most of the time,
         | while not being entirely sure what's going on the rest of the
         | time.
         | 
         | Got to admit overall it looks better and better. Wish they took
         | some time to redesign the interface properly, not just
         | 'improve' it. The current one is still mostly looks and feels
         | like 2.x
        
         | douglee650 wrote:
         | The UI "dead-ends" a lot, where you get into a state where,
         | "why is the wireframe not showing?", or, "why aren't the
         | transform gizmos displaying and why is my screen now one single
         | screen with no UI?" Especially Macbook Pro, where you don't
         | have a numpad.
         | 
         | One way to get through this is to save a startup file, and just
         | keep going back to it. I wish there was a "reset UI to default
         | startup file state while preserving current file"
        
           | TOMDM wrote:
           | What you're asking for was added as an option when loading
           | files, though I can't remember when.
           | 
           | Steps are:
           | 
           | Step 1: Save your blender project
           | 
           | Step 2: File --> New --> General
           | 
           | Step 3: File --> Open (find your messed up blender project)
           | 
           | Step 4: Go to the cog (settings) in the top right
           | 
           | Step 5: Uncheck 'Load UI'
           | 
           | Step 6: Load your blender project
           | 
           | It will then have default UI
           | 
           | I only remembered this was possible, not how to do it. The
           | steps above are copied from this persons lovely succinct
           | video tutorial on how to do it.
           | 
           | https://www.youtube.com/watch?v=yKJLOIy7OFE
        
             | douglee650 wrote:
             | Oh dang -- nice! I wish this was available when I was a few
             | steps back. I tried multiple times but 2.5 when they fixed
             | the UI was when it finally became actually usable. It's
             | sooo good. I mean, compared to buying 3DS Max, or Maya, et
             | al
        
         | mejutoco wrote:
         | I can recommend this paid course on skillshare. I know the
         | author and he is super professional. A really dedicated person
         | doing a short film and sharing everything in a course.
         | 
         | https://www.skillshare.com/en/classes/Filmmaking-with-Blende...
        
         | mrguyorama wrote:
         | Do you want to render photorealistic images or make models for
         | a video game engine or....
         | 
         | It's really helpful to have a goal or project in mind,
         | something extremely small. The classic for photoreal is the
         | donut, just a donut on a plate.
         | 
         | For game models, I made some low poly missiles and a small
         | cityscape that looks like trash but now I know how to use
         | blender.
        
         | creativenolo wrote:
         | I like books and lots of little nougats of information you can
         | piece together: like how you can learn code or an SDK. So for
         | me, this book has been great:
         | https://www.blendersecrets.org/book
        
       | wahnfrieden wrote:
       | I hope grease pencil gains full exportability to use assets in
       | games / RealityKit on iOS
        
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