Blender 2.90
blender.org
blender.org
Shoutout to those donating (and how to contribute): https://fund.blender.org/
Make what WhatsApp was:
- independent
- financially sound
- user friendly (ux)
- respecting users (privacy)
Add in what Telegram provides today:
- bots
- sign in
- payments
In addition: do tie yourself to the mast somehow so you can't give in to the siren song of Facebook or anyone else.
It put the focus on Blender as a tool for delivering actual film instead of various disconnected features. Roadmap focus is one the harder things for a creative OSS tool to get right.
Blender was difficult to learn, but it was a lot of fun and thankfully the community was extremely helpful with tutorials and what not. When NaN (the company that developed Blender) went belly up in the early 00's I like many others had absolutely zero confidence that Ton and gang would be able to raise the $100k to buy out the IP from the venture capitalists who'd invested in NaN, only to then give it away for free and open source to boot.
It sounded absolutely mad, and I'm overjoyed that Ton and gang managed to prove doubters like myself wrong. Here's to hopefully many more years of success!
The amount of non-trivial tech built into it is staggering, and - most impressive, at least to me - the feature bloat has been really well managed, first from a usability perspective, but more importantly, from a performance perspective: blender remains, for many things, the fastest thing there is out there.
If you want to convince yourself of that fact, try to load a rigged 1M poly scene stored in native blender format, and try to do the same thing with the Mayas and other 3DS maxes of this world.
The big concern, for me, is the wide usage of Blender in common CPU benchmarks, which potentially could give Intel an unfair advantage in those.
I'm surprised they don't push their ProRender renderer into the main release. I can't tell if I like it or not
I couldn't tell if that was "everything, but differently" or "most things, occasionally", or some other venn diagram of confusion, and they didn't have time to figure it out because they were busy doing actual work, so we just ended up paying some company that apparently has massive render cluster that you can rent out for basically pennies.
[1] https://www.blender.org/download/requirements/ [2] https://developer.blender.org/
[1] https://www.blender.org/download/requirements/ [2] https://docs.blender.org/manual/en/latest/render/cycles/gpu_... [3] https://developer.blender.org/T75319
Or, rather, I sincerely hope you are not suggesting that the deliberate crippling of compiled code on competitor cpu is solvable by "just make your own compiler"
That would suggest a fundamental lack of understanding regarding the whole issue to begin with.
Perhaps instead you are suggesting that if AMD doesn't wish for its users to suffer poor performance due to said issue, they should provide an alternative implementation of any library compiled with ICC?
Surely that cannot be what you mean? That would be absolutely ridiculous.
Now, whether "optimized" means tuned for Intel architecture, or crippled for other architecture, is something to be figured out. Given the precedent set by MKL, I wouldn't trust it to be the 'tuned' option. Someone who speaks C++ may be able to better discern if such concerns exist with one-dnn.
However, since all the code is open source, third parties often do benchmarks across platforms. Michael Larabel from Phoronix does a really good job of this.
I mean, it makes perfect sense to me that Intel would only care about optimizing (or even supporting) their software on Intel chips, but I'm sort of surprised that you don't have AMD systems to test on just to compare performance.
Wouldn't it be something that you (or management, or whoever) would want to know if you were about to release a version that had much worse performance on AMD systems because of a regression ("Intel is intentionally crippling AMD CPUs!") or much better performance ("Intel released a new update but it runs better on AMD at half the price lol")?
If it's a small team then you may not have the budget (or want to spend it on that), but surely it would be nice to know either way?
I guess I just get suspicious whenever I see MKL mentioned.
What will be interesting is other architecture support entirely (ARM) possibly being added to it by contributors. I doubt it will happen, but Intel did accept patches for TBB for ARM and POWERPC, so it's technically possibly...
THANK GOODNESS, man those shadows always looked so ugly. I primarily use EEVEE so this makes me happy.
So I gave up at some point and following some suggestions I finally tried Substance Painter to do these things (Industry standard). Using both tools in tandem was a real game changer for me. Definitely would recommend it if you want to speed up your process. I am sure all this can be done in Blender but it will be a pain to do so.
Some things I was missing within Blender:
- Baking and baking groups (it's extremely annoying to select all the objects each time but I have seen a few extension who help with this process)
- Painting on multiple layers at the same time (e.g. paint a PBR material on a PBR material)
- A non-destructive workflow with support for the above
Nevertheless I love Blender and I would like to be able to use their UI-Framework for my own applications because it works just great.
A typical pipeline might be Maya for modeling, ZBrush for sculpting, Substance Painter for texturing, Houdini for procedural/dynamic effects, Nuke for compositing, and Renderman for generating the output.
Nothing at all wrong about picking the best tool for the task at hand.
I just wanted to highlight the texturing because I really didn't see a way how to achieve my results without going with a commercial product. So based on my experience Blender is lacking quite a bit of features in that space.
I mean, I see the downvotes on my original post but I have the feeling that people tend to praise Blender without even using it productively.
Edit: Can't edit the original post but here are some open tickets about these things if somebody is interested:
I'm used to open source programs usually having pretty janky/outdated interfaces.
Things used to be a lot less user friendly interface-wise. It was a major weakness of the program until 2.8 launched and magically fixed everything. The Blender Foundation is REALLY good about interacting with and gauging the needs of the community!
Specifically, for CAD, blender lacks IMO two fundamental things:
- a strong NURBS engine, complete with filleting, trimmed NURBS, CSG, full brep, etc.. (something at least on par with OpenCascade).
- a node-based (à la Houdini) modeling system to do full blown paramaterics. The current destructive + Undo/Redo model is simply not strong enough for serious CAD used.
For the latter, there are add-ons (e.g. sorcar, sverchok) that try to patch the gap, but they all feel like band-aids when you try to really put them to work.Imagine if customers of all the major closed-software players also put aside some small amount of funding to support full time developers of open source systems.
This benefits everyone, because it gives these customers some potential future leverage for lower prices, it gives the closed-software players some competition to keep them nimble, and it benefits the next generation of users who can’t afford the closed-software prices, but could get their fingers wet with less capable software.
For example, The GIMP has been notorious for this for its entire history, and it still is[1]. I remember ages ago, the discussion basically went like this.
> "Thanks to The GIMP, people can ditch Photoshop and Windows and move to Linux and an open-source workflow!"
> "But The GIMP doesn't support a lot of features, like CMYK color."
> "Sure, but nobody actually uses CMYK color though."
> "Literally everyone who designs for print uses CMYK color, like print shops, magazine editors, etc., and that's a huge market."
> "Well it's open source, so if it's so important to you then fix it yourself!"
> "But I'm a photographer and magazine editor, not a programmer, so I'm just going to keep paying someone else for software I can use, instead of switching to a free version of something that literally refuses to add the features I need."
Cue tons of Slashdot comments talking about how non-technical people are so rigid-minded that they're not willing to learn anything new and just make excuses instead.
Blender is an exception, not just because it's an open-source success, but because it's managed by a team who are building it for the people who need it, and not just to stick it to closed-source companies by making a pale imitation of a production app, an all-too-common scenario in open-source development.
[1] https://medium.com/linux-gossip/the-gimp-has-a-marketing-pro...
Back in the early 2000's, I did several workshops on Ardour (DAW) in the same context that Ton and others were doing workshops on Blender (sometimes in the room next door).
Without fail, the Blender workshops had 10x more people than the Ardour one.
Everybody knows that to do computer generated imagery you need only a computer, and skill. There's a LOT of need for computer generated imagery. The use cases extend far outside the obvious ones for Blender.
For a DAW, most people understand that you probably need significant musical skill (which may or may not be true, depending on the genre of music you want to create). And if you're not actually making music, you probably don't need a DAW.
The result is that an app like Blender has a user base at least as large as that of several DAWs put together (probably not all DAWs, but several of them).
This changes the nature of the type of ecosystem (development, funding, user community) you can build around the software.
EDIT: I actually haven’t tried Max or Maya, but then again, I haven’t needed to. Blender’s feature set has been perfectly capable for my needs and use cases.
https://www.blender.org/user-stories/visual-effects-for-the-...
https://www.reddit.com/r/IAmA/comments/5rvwo2/we_produced_th...
The reasoning included the part where they can simply sponsor features earlier for specific needs.
An increasingly interesting toy since 2.80, but it'll take a killer-feature to tear a studio or artist away from their tool of choice. Houdini for FX is still unmatched, Maya for character animation is still unmatched, ZBrush for sculpting is still unmatched, and so forth. As of this writing, Blender does each of those increasingly well but not as well, and certainly not well enough to warrant a transition.
That said, ZBrush started as a really good hobbyist tool and grew from there. I wouldn't be surprised if Blender took a similar route.
I'm just starting to learn Houdini, but with the OpenVDB support in Blender it seems like the most elegant workflow for someone without existing experience is run simulations in Houdini and then just export the volumetric data to Blender and work with it there.
I hope there are chances to get 2.9 to run on Raspberry Pi, especially once RPi Vulkan support matures.
How's Blender Vulkan rendering path doing? Is is possible to use it instead of OpenGL one day?
I'm aware Maya is more powerful for some tasks, but - considering that other Autodesk tools are not too bad - Maya genuinely nearly put me off doing it at all.
One thing I wish they would add is to export the color information along with the vertices in the Wavefront OBJ file when exporting an model.
Edit: see also here: https://en.wikipedia.org/wiki/Wavefront_.obj_file#Material_t...
https://blenderartists.org/t/objs-and-mtls-how-do-you-work-w...
Most artists don't really seem to work with OBJ anymore anyway, it's an ancient format. I only use it when working in conjunction with ZBrush. Most people have moved onto FBX (especially for rigged meshes) and glTF is the new format that supports way way more:
https://www.youtube.com/watch?v=6IWKWT_2_Ls
https://forums.unrealengine.com/development-discussion/conte...
v x y z r g b
But this stores a color per-vertex. Vertex colors in Blender, like UVs, are per-corner-of-poly. The ideal way to store vertex color information in .obj would really be vc r g b
p v1/vt1/vn1/vc1 ...
As it is, exporting per-vertex colors would require splitting a vertex into multiple vertices, one per distinct vertex color that it uses.> Meet Nishita, a physically based texture built-in Cycles.
I think the hyphen shouldn't have been added. The sentence doesn't parse with it present.
[1] https://www.blender.org/download/ [2] https://wiki.blender.org/wiki/Building_Blender/Linux/Arch
It’s just inspiring.