[HN Gopher] Blender 4.5 LTS
___________________________________________________________________
Blender 4.5 LTS
Author : obdev
Score : 254 points
Date : 2025-07-15 15:06 UTC (7 hours ago)
(HTM) web link (www.blender.org)
(TXT) w3m dump (www.blender.org)
| obdev wrote:
| Blender 4.5 LTS Release Notes:
|
| https://developer.blender.org/docs/release_notes/4.5/
| marcodiego wrote:
| I don't know if it supports HDR on MacOS but, AFAIK, it doesn't
| on windows and in Linux it is only supported with Wayland.
|
| Though I don't like the Wayland x X11 flamewar, I'm happy to see
| some modern features are only supported on Wayland.
|
| That may please the crowd that will be able to say "sorry, I
| can't use x11 because it doesn't support a feature I need"
| bringing some symmetry to the discussion.
|
| Edit: correction: it is about the development 5.0 version:
| https://devtalk.blender.org/t/vulkan-wayland-hdr-support/412...
| Buxato wrote:
| I really wish to could use Wayland, but there is too much
| problems or bugs related to the software I use for work and
| also play. I will test it again with this new version Blender
| (that was one of that software with problems).
| Joel_Mckay wrote:
| In general, most repositories use old stable versions of
| Blender. And often folks are reduced to using snap to
| maintain version specific Compatibility with add-ons etc.
|
| Also, getting the most out of Intel+RTX CUDA card render
| machines sometimes means booting into windows for proper
| driver support. Sad but true... =3
| Joel_Mckay wrote:
| The reality is most commercial software and users are on
| Windows machines. It is fundamentally a Blender
| interoperability, and 3rd party platform license compatibility
| issue. We all wish it wasn't so, as many artists find the
| Windows file systems and color-calibration concepts
| bewildering.
|
| Making a feature platform specific to a negligible fraction of
| the users is inefficient, as many applications will never be
| ported to Linux platforms.
|
| Blender should be looking at its add-on ecosystem data, and
| evaluate where users find value. It is a very versatile
| program, but probably should be focused on media and game
| workflow interfaces rather than gimmicks.
|
| Best of luck =3
| johnnyanmac wrote:
| I agree with you, but I think this limitation is for much
| simpler reasons, like "the contributor only knew how to make
| this feature in Linux, and only in Wayland". cross
| compatibility for stuff a base as color grading can be a
| thorny issue.
|
| If nothing else, it's better to have some implementation to
| reference for future platforms than none.
| Joel_Mckay wrote:
| We've all seen too many plugins become version specific or
| indeterminately broken
|
| https://www.youtube.com/watch?v=WFZUB1eJb34
|
| Someone needs to write a Blender color calibration solution
| next vacation =3
| MrScruff wrote:
| The significant majority of the film and animation industry
| uses Linux.
| Joel_Mckay wrote:
| Linux RTX CUDA drivers are getting better, but really
| depends on the use-case. For a Flamenco render farm it
| makes sense for sure.
|
| Creatives on wacom tablets and Adobe products etc. will
| exclude the Linux Desktop option. =3
| MrScruff wrote:
| Not just for the farm, the large majority of the movie
| and tv vfx and animation you see is done by artists using
| Linux workstations.
| Joel_Mckay wrote:
| Not the artists I meet, they love their wacom tablets and
| pressure responsive painting programs... i.e. most of the
| other software is windows only.
|
| I like Linux (use it everyday), but many CAD, Media,
| Animation, and Mocap application vendors simply don't
| publish ports outside Windows.
|
| Most studios have proprietary workflows with custom
| software. =3
| MrScruff wrote:
| Indeed but this is a discussion about Blender and you
| posted originally:
|
| > Making a feature platform specific to a negligible
| fraction of the users is inefficient, as many
| applications will never be ported to Linux platforms.
|
| All the large studios use Linux, that's why all the third
| party software that is used in feature animation and vfx
| is supported on Linux. So I'm just saying 'negligible
| fraction of users' in the case of Blender (which as a
| project would like to increase adoption in professional
| feature animation and vfx) isn't really true.
| Joel_Mckay wrote:
| I am sure Studios account for a small portion of the 4.5
| million unique downloads each release. Note that less the
| 20% of users ever touch film or animation projects, 73%
| are single users, and most related user applications are
| Adobe products.
|
| Stats are available from the published 2024 feedback
| data:
|
| https://survey.blender.org/feedback/2024/
|
| Best of luck, =3
|
| Recommended reading:
|
| https://www.poetry.com/poem/101535/the-blind-men-and-the-
| ele...
| doublerabbit wrote:
| > I'm happy to see some modern features are only supported on
| Wayland.
|
| Why?
|
| If anything that's a reason to why I wouldn't fully jump to
| blender.
|
| I have been working on my own hobby game engine for the past 15
| years and have been excited to introduce Blender to the
| workflow. If this is the case I don't like it. Wayland has
| never work for me the same way as X has.
| OsrsNeedsf2P wrote:
| What else are you going to use on Linux?
| doublerabbit wrote:
| Nuke, Maya?
| johnnyanmac wrote:
| If they spent 15 years on the engine as is, what's another
| few more years rolling a proprietary modeling system?
|
| On a serious note, I do wonder if this Wayland only
| limitation is something a fork could work around.
| tapoxi wrote:
| I don't think there's an X11 HDR standard, one would need
| to be created and implemented.
| yjftsjthsd-h wrote:
| If the starting point is that Wayland is missing features that
| X has, the good outcome is not getting to a point where
| _neither_ option has all the features, the good outcome is that
| either one has all the features.
| _bent wrote:
| It definitely does on macOS and I think also on Windows. You
| have to set the color management for the viewport to Display
| P3. In older versions this precluded you from using AGX or
| Filmic, but I think you can actually use AGX with Display P3
| now.
| JKCalhoun wrote:
| A wonderful app that, I find, benefits from LLMs to help you
| figure out how to use it. That or you more or less have to dive
| in for months and months. The people on YouTube that make Blender
| look so easy ... Blender is really all they do. ;-)
|
| At some point I see an LLM more or less integrated into the UI.
|
| At some point I see whole apps written so complexly that an LLM
| is the required interface.
| unshavedyak wrote:
| Huh, TIL https://github.com/ahujasid/blender-mcp - do you use
| this?
| JKCalhoun wrote:
| Thanks for pointing that out.
|
| I have not tried it. Instead I have been asking Claude (etc.)
| "How do I create a repeating triangular truss..." or what-
| have-you. And then I follow the steps they list.
| pram wrote:
| I tried it and it's really not very good. It "works" but
| models can't seem to do anything complicated. Claude 4 Opus
| btw
| weregiraffe wrote:
| Oh boy. Giving Blender instructions in English, on every level
| of detail, could be quite a workflow. Like, have it generate a
| range of chairs, pick the mesh you like, then start asking it
| to tweak parts of it until you are satisfied. Add finishing
| touches manually.
| Joel_Mckay wrote:
| In general, model re-topology almost always requires a manual
| editing process post sculpting and texturing. There have been
| countless attempts to automate the process, but it usually
| requires working through an obscure book about rigging with
| secondary transforms etc.
|
| Could check out https://extensions.blender.org/add-ons/mpfb/
| for low-poly character mesh generation tools. =3
| dragontamer wrote:
| Why is this being down voted?
|
| If you are pushing vertices around to make a model, you
| eventually have to think of topology issues if you ever
| want to make a good animation.
|
| And then when you have a good topology... Then You need to
| rework the UV Maps, Normals and other such data so that
| it's all consistent.
|
| LLMs are not the right tool for this. I'm sure some AI
| retopology tool can come around but there is a HUGE
| difference between a model designed for stills, a model
| designed for animation and finally, a model designed for
| close up facial animations.
|
| The topology differences alone are insane.
|
| ---------
|
| Now maybe in the future an Ubermesh (like the Uber shader /
| principled shader) can be made to make these processes
| consistent. And then tooling can be made over the
| hypothetical Ubermesh. But today it's a lot of manual
| retopology that requires deep thinking about animation
| details.
|
| Ex: an anime style mouth doesn't usually move the jawline
| (Think Sonics mouth: its basically a moving hole that jumps
| around his face). Meanwhile, western 3D animation (Baldurs
| Gate and the like) obviously have fully made lip sync
| including phhfff, eeee and ahhh sounds.
|
| The 'Kind' of animation you want leads to different mesh
| topologies. It's just the nature of this work.
|
| And people get ANGRY when you ex: animate Sonic with
| traditional teeth and jawline (see 'Ugly Sonic'). You can't
| just willy nilly pick one style randomly. You need
| purposeful decisions.
|
| --------
|
| I guess if you are a pure sculptor / stills then you don't
| have to worry about this. But many 3d projects are
| animated, if not most of them. The retopology steps are
| well known.
|
| LowPoly look will almost certainly require manual effort
| (these topology problems tend to disappear with more
| triangles).
| Joel_Mckay wrote:
| Blender is often used to project the high-granularity
| sculpted detail onto a low-poly (rigged and clean topo)
| Normal map. i.e. you can get great looking assets that
| won't hit your poly budget as hard. When it works its
| great...
|
| People have feelings, and sometimes may misinterpret
| others intent. I am happy we've met if we both learned
| something. =3
| dragontamer wrote:
| Oh yeah, I was agreeing with you. Just providing context
| for others if they didn't understand what was going on.
| MisterTea wrote:
| > That or you more or less have to dive in for months and
| months.
|
| Waaaaay back in the Quake 3 days I had a pirated copy of 3D
| Studio Max and decided to try and make a Quake (or maybe it was
| Half-Life) character model. Found an on-line tutorial that step
| by step showed you how to setup Max with a background image
| that you "traced" over. So I grabbed the images of front, back
| and side views of a human, loaded them into the various view
| ports, then drew a rectangle from which you extrude a head,
| arms and legs. Then you manipulate the block headed human mesh
| to fit the human background image - extruding more detail from
| the mesh as you go along. In one day I had a VERY crude model
| of a person. I also found out I dont like 3D modelling. Though
| I'd say a person who really enjoys it would pick it up in a
| week or two with good tutorials.
|
| LLM's just cut out the learning part leaving you helpless to
| create anything beyond prompts. I am still very mixed on LLM's
| but due to greed and profit driven momentum, they will eat the
| world.
| qiller wrote:
| One problem I find is that a lot educational content has
| moved into YouTube and videos (monetization be damned). I
| have no time to watch 10mins of rambling and ads for a quick
| tip, LLMs are great at distilling the info. Otherwise, I
| agree, deep knowledge building only happens through doing
| stuff...
| robertoandred wrote:
| For all their talk about performance, that webpage is incredibly
| slow/stuttery.
| wahnfrieden wrote:
| Luckily Blender is not a webpage
| daef wrote:
| imagine blender as electron app... ^^
| unshavedyak wrote:
| If you get value out of Blender they could use your support:
| https://fund.blender.org/
|
| Even just a coffee a month will help immensely. Please consider
| supporting :)
| agumonkey wrote:
| I could tip them even without using it, the value of such a
| successful creative project is a pleasure in itself.
| tester457 wrote:
| Always support open source when you can, even if you use
| proprietary software instead of Blender.
|
| Supporting open source creates competition for your paid
| alternative, so they're forced to give you a better product or
| a better deal.
| StableAlkyne wrote:
| Especially software like Blender.
|
| It's easily one of the most well-made FOSS projects out there!
| modernerd wrote:
| You can also/alternatively subscribe to Blender Studio:
|
| https://studio.blender.org/
|
| You get access to training, assets, source and production logs
| like the recent Dog Walk update while also supporting Blender:
|
| https://studio.blender.org/projects/dogwalk/production-logs/
| lvl155 wrote:
| This is the only project I support year in year out. What they
| did is amazing. Simply amazing.
| raincole wrote:
| It does feel like Blender is eating the world of 3D content
| creation.*
|
| I know the industry standard of animation is still Maya, and
| geometry node isn't as powerful as Houdini, but Blender has made
| such great progress so far... I wonder if there any
| hobbyist/student who learns 3Dsmax or 3DCoat as their first DCC
| anymore?
|
| *: Assuming genAI won't deliver and make that world disappear
| entirely, ofc.
| minimaxir wrote:
| Due to Blender being OSS and scriptable with Python
| (https://docs.blender.org/api/current/info_quickstart.html), it
| wouldn't surprise me if a future iteration of genAI/agents
| works with Blender directly.
| homarp wrote:
| There is a Blender MCP server https://blender-mcp.com/
| cultofmetatron wrote:
| blender is the python of 3d animation. Its the second best tool
| for everything. Which btw is not a digg. its really hard to be
| that level of reliable accross an entire workflow.
| Joel_Mckay wrote:
| Maya hasn't changed much in a decade, and that is a wise choice
| for training/documentation. They focused on the content part
| which is its value proposition.
|
| Blender has always had the perpetual Beta problem, as many
| boring core design issues were never really given priority.
| Fine for developers, but a liability in commercial settings.
|
| Houdini is interesting, but with Blender Geometry-nodes now
| working it is unclear how another proprietary ecosystem will
| improve workflows. =3
|
| The Entagma channel covers a lot of Houdini and Blender
| bleeding-edge features with short lab tutorials:
|
| https://www.youtube.com/@Entagma/videos
| raincole wrote:
| Geometry node is not Houdini (yet) though. The main reason
| people use Houdini is it's easy to transfer data between
| modeling (SOP) and physical simulation (DOP) contexts. And
| they're working on integrating rigging/animation too.
|
| Geometry node is quite a separate thing from what Blender
| already has. Last time I checked one couldn't even create
| vertex groups in geometry node, and there was no way to
| create an armature there either. (Not sure if it changed
| since I checked though)
| Joel_Mckay wrote:
| Indeed, Geometry nodes is new, and I have also found
| documentation on many operations sparse. That being said,
| it has proven itself very capable.
|
| The mini labs on Entagma's channel were very helpful for
| parametric surface operations =3
|
| https://www.youtube.com/@Entagma/videos
| 2944015603 wrote:
| I think you should've be able to access vertex groups from
| the initial version of geometry nodes. Certainly, at this
| point, you can dynamically access (and set) arbitrary
| vertex groups, including loading the names of the vertex
| groups you want to access from a csv file, or otherwise
| synthesizing the names using string operations.
| Joel_Mckay wrote:
| Indeed, but it is non-obvious how to handle it...
|
| I found the Entagma lab videos very helpful in
| understanding how to parse geometry with nodes. It is not
| obvious (unless you already get CLI pipes), but so worth
| it when things finally work... =3
| johnnyanmac wrote:
| That's often a problem with Open Source. Lots of people
| steering the ship, and it's hard for any de facto captain to
| really demand a direction. If they do, they may not have the
| contributors needed to really see it through.
|
| This can be solved with paid contributors, but FOSS
| organization don't have the most funding out there. So it can
| be challenging when trying to attract specialized talent.
| Joel_Mckay wrote:
| Donated to most projects we find useful, and also tried a
| few Blender paid plugins.
|
| The other problem is people Cowing anyone that may not
| agree with their personal opinions how projects should
| mature. QED: Our karma scores... lol =3
|
| These plugins made Blender usable for a few projects, and I
| have personally found value in supporting for asset
| creation:
|
| https://tinynocky.gumroad.com/l/tinyeye
|
| https://sanctus.gumroad.com/l/SLibrary
|
| https://polyhaven.com/plugins/blender
|
| https://artell.gumroad.com/l/auto-rig-pro
|
| https://fbra.gumroad.com/l/Faceit (for Unreal face mocap
| app with iPhone Pro Lidar)
| MrScruff wrote:
| I've only dabbled with Blender but from what I saw of
| geometry nodes it's quite a long way away from competing in
| the same space as Houdini. Houdini's biggest single feature
| and the thing that allows film studios to use it at
| complexity and scale is the HDA system and there's no real
| competition for that.
| Joel_Mckay wrote:
| Blender has solved several key challenges, but the learning
| curve is steep given many tutorials are version specific.
|
| I usually recommend these courses to users when the under
| $20 sale is active.
|
| They cover a lot of Blenders non-intuitive workflows :3
|
| "Complete Blender Creator: Learn 3D Modelling for
| Beginners"
|
| https://www.udemy.com/course/blendertutorial/
|
| * Basics of low-poly design in blender
|
| "Blender Animation & Rigging: Bring Your Creations To Life"
|
| https://www.udemy.com/course/blender-animation-rigging/
|
| * Some more practice rigging
|
| "The Ultimate Blender 3D Sculpting Course"
|
| https://www.udemy.com/course/blender-3d-sculpting-course/
|
| * Sculpting, Retopology, and VDM brushes
|
| * basic anatomy
|
| "The Ultimate Blender 3D Simulations, Physics & Particles"
|
| https://www.udemy.com/course/blender-simulations-physics-
| par...
|
| * Shader/Texture basics
|
| * Geometry node basics
|
| * Boid sprites
|
| * Hair and physics simulation
|
| * Camera FX, and post-render filters
|
| * Instructions on how to export your assets to Unity 3D and
| Unreal game engines
| const_cast wrote:
| I think the main difference between OSS like Blender and
| the competition is it seems like OSS only gets better. Each
| version is a little bit better, so projects that were once
| not competitive catch up. Blender is an obvious example,
| but also look at Krita, or the entire KDE project. These
| pieces of software age like fine wine: they get more
| features, they get faster, and they get more stable.
|
| Closed-source software seems to get... stuck. In the best
| case. Often, they regress: becoming buggier from version to
| version with less features. I think of Windows and the
| entire Microsoft suite of applications.
|
| I think one exception is Gnome. Gnome loves removing
| features more than they love not implementing popular
| Wayland protocols.
| Joel_Mckay wrote:
| With OSS, unless every add-on is part of the build tree
| or package repo testing... it quickly becomes broken as
| the ecosystem constantly evolves.
|
| i.e. of the $3k of community Blender plugins/add-ons we
| evaluated last year, only around 60% are still functional
| in stable blender releases. Additionally, many built-in
| core features like Fracture became broken in 4.x due to
| API permutations, and getting split into its own module.
|
| In a production environment one must version lock Blender
| for the project. =3
| const_cast wrote:
| IMO it's always a good idea to vendor software. But yes,
| OSS typically moves fast. It's a tradeoff.
| MrScruff wrote:
| Blender is definitely getting better compared to things
| like Maya but I don't think this argument holds for
| Houdini & Sidefx.
| brcmthrowaway wrote:
| What is HDA?
| Joel_Mckay wrote:
| Probably means a Houdini Digital Asset which is similar
| to a maya reference.
|
| At one time there was a Houdini-Engine Open Mesh Effect
| plugin, but no idea if that project survived.
|
| Cheers =3
| mrandish wrote:
| > Assuming genAI won't deliver and make that world disappear
| entirely, ofc.
|
| I get the concern and the reasoning behind it but having spent
| most my adult life and career in digital content creative
| tooling (2D, 3D and video), I believe AI will be short-term
| disruptive but also a long-term net positive. It should make
| skilled pros faster and more productive while helping non-pros
| achieve more of their creative vision on their own.
|
| For over 30 years progress in tools has been about giving
| creative people the power to realize their visions. To create
| more and do it faster, cheaper and at higher quality. Of
| course, they don't always choose to use that power well but the
| concern that "these new tools are just enabling bottom feeders
| to create more bad content" has remained a pretty constant
| refrain since I started in 1989. Even back in the 90s I said
| "Sure, these new tools will enable 95% more crap but they'll
| also unleash 5% that's great which wouldn't have existed
| before." I think that's just as true today as it's always been.
| bee_rider wrote:
| I don't see much risk to creatives and workers (hold the
| number of workers constant and have them all get more
| productive, and the world is a better place).
|
| But, I do wonder about smaller teams accomplishing more,
| which the unit of work-doing-people can be much smaller. The
| org tree can shrink, probably knock out some levels. Maybe a
| team of 4 that does the work previously done by 10 finds it
| easier to just have someone directly interface with the
| customer, rather than needing a layer of project managers and
| customer service to receive customers messages and distribute
| them.
|
| I'd be worried if I was... anywhere above an IC really.
| mrandish wrote:
| > Maybe a team of 4 that does the work previously done by
| 10
|
| Interestingly, I heard similar ratios were being discussed
| (or feared/lamented) in the mid-90s as computer-based non-
| linear video editing swept the post-production industry and
| in live TV production as computer-based all-in-one
| production switcher, effects, titler systems like the
| Amiga-based Video Toaster disrupted everything. I still
| remember hearing about how the Toaster was giving unionized
| TV stations problems because union rules said the switcher
| guy wasn't allowed to touch the graphics/titling system or
| the editing system. So three guys would be standing around
| one chair depending which tab was up on the Video Toaster
| screen :-).
|
| Having been around the content creation tooling business
| for so long has given me perspective. Since at least the
| late 80s it's been one never-ending disruption. And,
| despite the constant predictions of jobs lost, today there
| are far more jobs in content creation than there were then.
| Of course, the job descriptions, types, skills required,
| divisions of labor and which roles were more or less
| valuable have never stopped changing and probably won't.
| Yes, this ends up displacing some people in some roles.
| Back in the 90s highly-paid senior video engineers with
| deep expertise in how to wire up and synchronize analog
| video systems initially laughed at us "young kids" with our
| "toy" digital video systems. Then they resented needing to
| call us in to get computer-based gear installed, interfaced
| and working. Then they resented that us "new kids" were
| paid less due to being less senior but becoming
| increasingly essential. Some of them learned the
| 'newfangled' digital systems while others didn't and opted
| to retire or do something else.
|
| Over thirty years later, I'm now the highly-compensated
| "old guy" with once-invaluable expertise that's
| depreciating by the minute and proven skills at doing
| increasingly irrelevant things. The particulars change but
| the theme remains the same, which is why I don't think the
| shift to integrating AI in content creation will be
| significantly different. There will be skills that become
| less valuable and job types that go away and entire
| industry sectors which get disintermediated but at the same
| time new kinds of work, industry sectors and business
| opportunities will emerge in different places and ways. As
| always, the new job types won't be 1:1 replacements for the
| old, and this will cause as much angst as it always has.
| They'll not only look different and have different kinds of
| trade-offs, they may even have different business and
| compensation models.
|
| It's Schumpeter's process of "Creative Destruction" and
| renewal
| (https://en.wikipedia.org/wiki/Creative_destruction). The
| destruction part is fast, loud and shocking as what exists
| today combusts in flame. The creative renewal part tends to
| be more gradual, unfamiliar and at first may not even seem
| related. From time to time, even the definition of "the
| industry" ends up changing along with the jobs and roles.
| I'm pretty sure the old-school TV station engineers I
| learned from wouldn't consider a digital nomad working
| full-time editing 30 second clips on a mobile device for
| YouTube, Instagram and TikTok influencers as even being "in
| the TV business."
| mschuster91 wrote:
| > It should make skilled pros faster and more productive
| while helping non-pros achieve more of their creative vision
| on their own.
|
| The problem is, AI is good enough to replace juniors. That
| means companies are already cutting positions at that level
| and some are just itching to ditch intermediates as well once
| quality improves.
|
| But when juniors and intermediates are all gone... how are
| the beancounters expecting to get new seniors when the old
| ones go to retirement or hand in their 2 week notice because
| they are fed up cleaning up after crap AI?
| mrandish wrote:
| Disruption is disruptive and can suck. But it's also not
| new. Some companies and people will do short-sighted things
| in response and pay the price. Other job types and roles
| will simply be disintermediated and those individuals will
| need to learn new skills and find different kinds of jobs
| in the evolving landscape - same as always.
|
| I just wrote a longer reply to a sibling comment addressing
| exactly this:
| https://news.ycombinator.com/item?id=44574895.
| echelon wrote:
| > The problem is, AI is good enough to replace juniors.
| That means companies are already cutting positions at that
| level and some are just itching to ditch intermediates as
| well once quality improves.
|
| Who needs companies? Those sounds like an unnecessary
| middleman to me.
| spookie wrote:
| > *: Assuming genAI won't deliver and make that world disappear
| entirely, ofc.
|
| The current state of things leaves a lot to be desired. I have
| yet to see a model, or technique that actually tackles real 3D
| content creation problems, aside from animation of course.
|
| Most solutions are trying to solve things completely orthogonal
| to what you really need in the real world. They produce bad
| meshes, if meshes at all, have bad topology or inconsistent
| point sampling, and are extremely prone to parroting their
| training data.
|
| It's kind of incredible how far we have come but seriously, to
| understand a problem space you need to try to use the existing
| tools. Only then, do new, and useful ideas pop up that solve
| real issues. But man, nobody in the space seems to have a clue.
|
| Believe me, 3D modelling software is REALLY good at what it
| does, it is really hard to try and dethrone human and machine
| working together in these really well thought out pieces of
| software.
| egeres wrote:
| > Assuming genAI won't deliver and make that world disappear
| entirely, ofc.
|
| Even if genAI were to kill the cinema/animation back-end
| industry, I still think 3D software would be needed to continue
| videogame development, and godot is far behind in
| modelling/animation capabilities compared to blender. Hopefully
| they can latch on this in the long term if it happens that AI
| keeps eating artists lunch.
| _bent wrote:
| Custom mesh normals is huge, because this used to be a PITA.
|
| Tugged away at the end is defining custom cameras through OSL,
| which is a very very interesting feature, because it allows more
| physically accurate lens emulation, with dramatically more
| interesting bokeh than the standard perspective camera model:
| https://www.reddit.com/r/blender/comments/1kehtse/new_camera...
| brcmthrowaway wrote:
| If only Blender had an unreal engine tier real time capability!
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