Blender 2.79 released
blender.org
blender.org
While the learning curve for blender can be fairly steep, once you get over that hump, it's an absolute joy to use. A lot of people struggle with the UI, but once you 'get it', it becomes an incredibly fluid and well thought out interface. It still has it's quirks, but as far as 3D packages go, the UI is actually really great.
This update adds lots of things that I have been waiting for. Shadow catchers with cycles has always been possible, but it required a fairly obtuse method to get there. The denoiser for cycles as well in an incredibly nice feature and works incredibly well. The PBR shader is also a real joy to use. Coupled with a decent set of textures, PBR shaders make shading a seriously fun activity. Although it's nothing new (in the industry) it's really nice to have it in blender.
A real asset to any designers toolkit.
I'm currently using shotcut, it's buggy and just work, not great. With it, you can crop the video, change color, do some easy compose it etc, but that's almost all.
If you have a good computer, you can try DaVinci Resolve. Though it's not an open source software, but it will give you After Effect+ level experience.
I had some experience with 3ds Max & After Effect, and I tried Blender few days ago (For Editing Video and 3D modeling). What I found is that the UI of Blender is a chaotic torment even for people like me. It even cause some hard time when all I want is just to "close" (Or Shrink) a panel.
I'm not saying Blender is a bad software, I just hoping Blender can have a more organized, focused and solid UI. Then it will be friendlier for greens who want to learn it.
What about PiTiVi? Is it one of the video editors you've tried?
Here is a sketch of what Blender looks like by default:
+-------------------------------+
| A |
+----------------------+--------+
| | B |
| +--------+
| C | |
| | |
| | D |
+----------------------+ |
| E | |
+----------------------+--------+
A, B, C, D, and E are areas - rectangular subregions of the application window. There are three rules about the arrangement of areas in Blender: 1. Areas are always rectangular
2. Every pixel in the window belongs to exactly one area
3. Every area is at least as tall as the height of a menu bar, and at least as wide as the height of a menu bar.
If you've used a tiling window manager before, then you're probably familiar with these rules and with the benefits of these rules. Areas always have a rectangular shape, so they are always laid out in a consistent way. Every pixel in the window belongs to an area, so no screen space is wasted. No part of the window has two areas, meaning that no area can ever be obscured by part of another area. And every area has a guaranteed minimum size, so you can never lose an area by accidentally shrinking its height or width to zero.Because of these rules, some arrangements of areas are impossible. For example:
+-------------------------------+
| A |
+----------------------+--------+
| +---+ | B |
| | F | +--------+
| +---+ C | |
| | |
| | D |
+----------------------+ |
| E | |
+----------------------+--------+
This violates either the first or the second rule - area C must be rectangular (no holes!), and it cannot be covered by another area.This is also not possible, because it would violate the same rules:
+-------------------------------+
| A |
+-------------------+-----------+
| | B |
| +--+--------+
| C | |
| | |
| | D |
+----------------------+ |
| E | |
+----------------------+--------+
This, however, is allowed: +-------------------------------+
| A |
+----------------+--------------+
| | B |
| +--------------+
| C | |
| | |
| | D |
+----------------+ |
| E | |
+----------------+--------------+
You would accomplish this by placing you mouse cursor anywhere along the vertical line that separates C and E from B and D. The cursor would change to "<->". You would then hold down the left mouse button, drag to the left, and then release the left mouse button.You could also do this:
+-------------------------------+
| A |
+----------------------+--------+
| | |
| | B |
| C | |
| | |
| +--------+
+----------------------+ D |
| E | |
+----------------------+--------+
...by placing your mouse cursor over the horizontal line that separates B from D, so that the cursor changes to the up-and-down arrows. Then, click the LMB, drag down, and release the LMB.Besides changing the size of the currently-existing areas, you can also add new areas by dividing existing ones in two. For example:
+-------------------------------+
| A |
+-----------+----------+--------+
| | | B |
| | +--------+
| C | F | |
| | | |
| | | D |
+-----------+----------+ |
| E | |
+----------------------+--------+
This can be done by placing the mouse cursor over either the top or bottom edge of area C, so that the cursor changes to the up-and-down arrows. Then right-click. A menu will appear with two entries: "Split Area" and "Join Area". Select "split area", and a vertical line splitting area C will appear. As you move your cursor around, the line follows. If you move your cursor out of area C and into another area, the vertical line will follow into that area. When you click the LMB, area your cursor is over will be split into two, with the vertical border passing through where you clicked.Horizontal divisions are, of course, also possible:
+-------------------------------+
| A |
+----------------------+--------+
| | B |
| +--------+
| C | D |
| | |
| +--------+
+----------------------+ F |
| E | |
+----------------------+--------+
Finally, you can reduce the number of areas by "joining" them. The only requirement for joining areas is that they must exactly share one edge. For example, this join is possible: +-------------------------------+ +-------------------------------+
| A | | A |
+----------------------+--------+ +----------------------+--------+
| | B | | | |
| +--------+ | | |
| C | | -> | C | |
| | | | | B |
| | D | | | |
+----------------------+ | +----------------------+ +
| E | | | E | |
+----------------------+--------+ +----------------------+--------+
... because areas B and D exactly shared one edge. This join is done by placing your mouse cursor over the edge shared by areas B and D so that the cursor changes to the up-and-down arrows, right-clicking, and selecting "Join Area". Immediately, a gray overlay with an arrow in it will cover one of the two areas. If you move your cursor between areas B and D, the overlay will switch to the area your cursor is over.[0] This overlay makes it very clear which area will be enlarged to take over the other area. When the overlay covers area D, just click the left mouse button, and area D will be removed, and area B will be enlarged to fill its place.One more note about joining areas. With the default layout, only area C can be joined to area E:
+-------------------------------+
| A |
+----------------------+--------+
| | B |
| +--------+
| C | |
| | |
| | D |
+----------------------+ |
| E | |
+----------------------+--------+
However, by moving the border between areas B, and D, we can get this layout: +-------------------------------+
| A |
+----------------------+--------+
| | |
| | |
| C | B |
| | |
| | |
+----------------------+--------+
| E | D |
+----------------------+--------+
In this layout, either area C or area D can be joined with area E. +-------------------------------+ +-------------------------------+ +-------------------------------+
| A | | A | | A |
+----------------------+--------+ +----------------------+--------+ +----------------------+--------+
| | | | | | | | |
| | | | | | | | |
| C | B | -> | | B | or | C | B |
| | | | C | | | | |
| | | | | | | | |
+----------------------+--------+ | +--------+ +----------------------+--------+
| E | D | | | D | | D |
+----------------------+--------+ +----------------------+--------+ +-------------------------------+The only one that actually seemed usable was kdenlive.
Openshot, Shotcut etc. were all unusable for one reason or another.
I don't have much experience with Kdenlive or video editing in general but am looking for an Audacity-like tool that can slice out useless portions of longer videos (and also mute sections of audio). For now I use ffmpeg on the command line, but wrangling timestamps is cumbersome.
For muting you can apply the Mute audio effect for the required portion of the video.
Appreciate the help as I learn how to properly use this tool!
My workflow is usually to use Avidemux to do a rough trim of a clip (e.g., to take a five minute clip and trim it down to about a minute with the interesting parts in it) and get it into the format I want, then I use Kdenlive for the finer work.
Turns out editing video and audio is incredibly similar to 3d animation.
The GUI is easy to learn, but the keys are the key to blender.
How can a modal interface be "better" than a modeless one?
EDIT: I suppose many people use a program like Blender with one hand on a mouse/trackball and the other on a 3d mouse, so the point about having different modes to get more versatility out of the same few buttons is still relevant. With that approach I use the radial menus plugin for Blender which makes changing modes pretty painless IMHO.
Don't forget the foot pedals!
If you're in one of the painting modes, F is the hotkey to change brush size. But you can't add faces in the painting modes.
If you're in edit mode, F will create a face from the selected vertices or edges. The concept of a brush doesn't exist here.
If you're in object mode, F doesn't do anything.
For another, I is "Inset Face" in edit mode, but "Insert Keyframe Menu" in object mode. This one is a bit different, because the keyframe menu is actually available in any mode and it just doesn't have a hotkey unless you're in object mode. But like the other mesh editing tools, Inset Face only exists while you're in edit mode.
Screenshots for reference:
Modes https://i.imgur.com/nmKeP2f.png
Workspace layouts https://i.imgur.com/7g61twc.png
Step 2: Add colors and textures to the model. Textures are 2d images mapped to the squares and triangles you made in step 1. With proper care, you can make triangles and squares look "smooth and circular" with proper shading effects.
Step 3: Simplify your model into "bones", which can deform the model with fewer control points. For example, you can create a "neck" bone which moves all of the polygons that represent the head. Bone modeling is itself a very intricate process that takes a lot of practice.
Step 4: Bone models are far easier to animate. Move bones around, instead of polygons. Instead of selecting the "head" each time, you simply select "the neck bone" to move things around.
Step 5: Lather, rinse, repeat for every object in the scene.
Find a work of Kandinsky or Picasso you like and try to transfer it into blender using the same geometry shapes the artist is using.
Then add your own twists , extra light nodes / special displacement textures / flying haiku texts going across screen at appropriate times hah
http://www.makehuman.org/download.php
There's lots of ways to "steal legitimately". In this case, the human model and bones model are all set.
I've used SketchUp a lot, but it has many limitations. Other 3D modelers are either proprietary, or don't seem to provide enough automation to justify moving away from SketchUp.
However, while I think it's very good for animation/rendering purposes, it is missing a lot of things you might expect in a full CAD app. I use it to build meshes and then describe how to deform it. It has some procedural constraints. I recall it has some snapping behavior, and googling around shows some plugins that try to add some of this missing CAD functionality, but I can't really judge their success.
Maybe see also - https://blender.stackexchange.com/questions/53293/is-blender...
If you're a programmer, however, consider looking into OpenSCAD or OpenJSCAD:
Not only are they more programmer friendly, but making parametric models should be much easier as a side-effect.
That said: you should probably learn some other programs too. Personally I use openscad and solvespace too depending on the use case.
And also: Why is there "render noise?"
See https://docs.blender.org/manual/de/dev/render/cycles/optimiz...
https://www.youtube.com/watch?list=PLa1F2ddGya_8V90Kd5eC5PeB...
That said, I've mostly used it for "I need to create something that will fit these inside of it", I could imagine your priorities are different if the print is the "driving" component of whatever you're making.
and of course it is open-source and free
Opensoure and directly integrates into Blender as a plug-in.
It's sculpting and miniature painting and photographing and it's such fun!
Once you get the hang of it, voxel modeling (3DCoat's version) is really intuitive and provides certain results much more efficiently than NURBS (non-uniform rational b-splines), SDS (subdivision surfaces) or SCG (solid constructive geometry).
I'm not putting down Blender at all - these two packages greatly complement each other!
Other packages do offer this but the affordable price of 3DCoat make it an exceptional option for hobbyists (IMO).
Actually the single best feature in 3D-Coat is its UV unwrapping and editing functionality.
Also, Substance Painter works on Linux which is important for some people.
Ton Roosendaal has been the utter backbone of this project since before it was a thing. I wonder if having an opinionated and mildly grumpy leader is mandatory for an Open Source project to survive and thrive as Blender clearly has?
Also in the beginning it's extremely important to have someone to keep project together and that is also require some dedication. Though most of projects become more self sustainable once community grow big enough.
I don't know how they manage it, exactly, but it contrasts quite a bit with other projects I've seen that feel more haphazard, get-any-feature-in-and-we'll-polish-it-up-later. With blender, things feel polished long before we see them in the release.
1. https://www.marmoset.co/posts/physically-based-rendering-and...
With specular workflow you would specify color of diffused light and color of reflected light (specular map, usually white for insulators and in color of the metal for metals).
In metalness workflow you specify albedo map and metalness map. The metalness map is usually 1 or 0 as materials in real world are either metals or not.
See https://www.marmoset.co/posts/physically-based-rendering-and...
Scratches like these could sometimes be painted directly onto the texture - or maybe sculpted onto a higher-resolution model and then "baked" down to the lower-resolution model. In this step lots of data from how light bounces off the high-resolution model can be imprinted to a texture and re-used in a lower-resolution model.
If you want to learn more the terms to be googling are "normal mapping" and "bump mapping"
In this article - If i was to guess; all the pictured spheres are perfectly spherical, and just textured differently. https://www.marmoset.co/posts/physically-based-rendering-and...
Also - heres an interactive model of the lens: https://www.artstation.com/artwork/kl0A6 The "Layers View" button in top right gives you a neat view of the model with/without certain texture layers
Talking about the dents on the lens' filter silver filter ring. I doubt it was modeled.
https://www.blender.org/wp-content/uploads/2017/08/camera_pb...
You can create, modify and render scenes from the command line only, no GUI needed.
And I like how they make User Interface improvements notable additions to their change log / announcements. Such an important part of software.
I wrote a couple of command line "apps", which are basically blender running with a particular script, a particular Python Path and a particular blender file, then with some command line arguments.
Bonus: I thought to compare the sterility of the bathroom pictured to an IKEA catalog, and thus looked one up. I couldn't tell whether the pictures were CGI or photographed, and did a little digging -- apparently 75%~ of IKEA's catalog is CGI.
The examples I gave previously are movies. The CGI of a bedroom in a movie doesn't look noticeably more fake _because_ all the actual "bedrooms" in movies are sets built by carpenters a few hours before filming. The "actual" bedroom lacks all the details of a real bedroom, so it doesn't surprise us when a CGI one does in a movie.
It's interesting to compare Dogme 95 films, a movie made strictly to those rules is using real spaces not sets - among many other constraints, and so it looks more "real". Of course you can't make Iron Man 2 or The Fast and the Furious this way, but a lot of other stuff _could_ be done under these rules if we wanted it to look like the real world.
"... imitate an effect that's unique to film: as exposure increases, colors will become more and more desaturated."
https://www.blenderguru.com/tutorials/secret-ingredient-phot...
Whereas in many HDR algorithms, there is no such thing going on.
"Filmic" is just a name that has been in use lately to emphasise when such transformations mimic the behaviour of film, as opposed to for example tone mapping operators that mimic the behaviour of the human eye.
http://amosdudley.com/weblog/Stochastic-Part-Packing | https://news.ycombinator.com/item?id=15187108
> We used Blender’s physics engine to pour parts into a virtual volume, then exploited its collision-avoidance behavior to re-sort them into a tight 3D packing optimized for overlapping concavity.
Anyone know whats up with the surface deformer? I'm curious how they are doing this warp.
The denoiser looks cool, but without temporal coherence won't be terribly useful out of the box... for a single freeze frame just let the render converge.
[Edit, somehow dropped h from [h]ttps in link)
How does Blender compare against contemporary 3D suites? Is it the whole GIMP vs Photoshop non-debate? (I can't stand GIMP BTW)
I think it is not. I would say Blender is at professional level.
It is not like GIMP or Inkscape that I can hardly call them professional.
Many Blender users coming from other 3D sofware often said that Blender UI is weird and stop them from using it further. I guess it is a matter of habit.
That's the same feeling I had of Blender, hence I put them into the category of GIMP.
It's worth the effort to learn though, it's a hugely productive UI once you get used to it.