Blender and the Rabbids
blender.org
blender.org
Blender and OBS Studio are very good examples of FOSS software that are the best at what they do and can easily offer competition to even the commercial alternatives.
Most of all their design and UI language is consistent - something very rarely seen in FOSS software.
And they have incredible depth of features 90% of which are overkill for the casual user but the experts sure do appreciate them.
And the best part is the well-thought of extensibility and API story. Both of them have a very good community of plugins and extensions which add very useful features without feeling out of place.
True Fact: Blender beats every single one of them hands down in every way that I can think of. :)
I think one of my favorite things still to this day about Blender is how heavily customizable the UI is. How easily you can recreate your favorite workspace layout from whatever software you're most comfortable with. I still tend to set me up a tab with a Lightwave-like 4 pane 3D view just because it's sometimes still useful to me. :)
I never used any of these enough to understand what the advanced differences were, but 3DSMax definitely seems easier to use than Softimage and Maya. I'd assume one of the reasons why softimage died was precisely for that reason.
Once you need to edit the mesh you have to “apply” that geometry and lock it in, but it’s handy to be able to go back and say “When I merge these objects the topology flows better with 24 faces around the cylinder instead of 16.”
Haven’t used it too recently, but in blender I think that still means deleting the object and making a new one to replace it.
You can see what I’m talking about in 3ds here: https://youtu.be/Dp9Ozs3HjzY?t=120
You can setup parametric primitives other ways though, https://www.youtube.com/watch?v=vaHL7jRo6mM Or putting a screw modifier on a curve... ( torus, sphere, any lathed object...)
Or there's likely a number of different ways using geometry nodes. Granted it's not currently simple and intuitive though.
Thank you for finding that! I have played with the geometry nodes some, but somehow I'd missed that particular detail. I suppose I should peek at the docs a little more often. :)
Maya has a one up on the character animation tools, with addons like Studio Library for a pose library, though now Blender 3.0 in October(ish) will have a very similar feature. And there's others like lattice in the graph editor that Blender does not have yet.
Houdini is awesome for node based procedural animation and simulation, now Blender has Geometry Nodes, as a step in that direction...
Pretty sure Blender is going to be best in class, or very, very, close for basically every portion of 3D cg work within the next 5 years.
Modeling: Maya is best, Blender is a good substitute
Sculpting/topology: Zbrush is best, Maya is runner up, Blender is a good substitute
UV Unwrapping: All the above are good at this
Texturing: Substance Painter is best, Blender is a good substitute
Animation: Maya and Blender are comparable
So as far as I understand the cool thing is, aside Blender is essentially a nearly as good replacement for Maya, and can do everything to an adequite degree for high quality production.
The only things Blender is decidedly not an equal substitute for is Sculpting compared to Zbrush and Texturing compared to Substance Painter.
Again, I'm not an expert, but I think the above is roughly accurate.
(It's cool that it's arguably the best in some areas even if that's a controversial argument, I think the same true of Python.)
I’m a VFX artist who loves Blender but unfortunately they’re not even close when it comes to animation, even less so rigging (the process of making a 3D mesh animatable). Maya allows for much more sophisticated rigs, and to have them perform at much higher framerates than Blender, which is crucial for animation workflows.
So far Blender is a much better Maya substitute for modelling and rendering than for rigging and animation.
Wow. So you remember back when the Blender UI was a total nightmare then… Total night and day difference between then and now, that's for sure. :)
Now, everything is much more discoverable (f3 search access to most commands, things can be set to hotkeys...) and there's tons of great content on Youtube.
And yet despite all the massive improvements over the years, Blender managed to successfully keep all the stuff about it that made it great back in the beginning and simply improved everything around and over the top (and under the hood). Things like the utterly customizable interface, and the hotkeys available for everything (which are now also super configurable), just to name a couple of examples. And now we also have this nifty Eevee engine, too. Am really enjoying that one a whole lot.
As to Maya, I've personally shown Maya users around Blender and gotten quite a few "OOooh"s and "Aaah"s out of them, so I dunno… Maybe they might be easily coaxed away from Maya. I certainly intend to sing the praises of Blender to any of 'em that'll listen. ;)
I am also believe that blender is the best all-around 3d software out there, but that doesn't mean it's best for the studio or cost effective to switch.
As a result when you're trying to figure out how to do something you can't just google a youtube video because inevitably it'll be of a different version. So you'll see a guy telling you, "now click the little x button" etc.
Of course in your updated version the x button has long since been replaced by something else.
But I would still recommend to use the version of Blender from the tutorial. If you get familiar with the rendering pipeline, you will find those buttons more easily.
I use it as an amateur, but there are really good tutorials that allow you to render high quality scenes in a day or two.
I use the occasional 3D model on a website, and the pipeline from our industry CAD software to the web with an short detour through Blender works flawlessly.
Idk, I think there might be a larger lesson somewhere in there but regardless it's amazing to see the shift that has occurred.
Blender's advancement has been an amazing thing to watch, and it is deserving of enormous praise. Today it is afaict a really legit option for learning 3d.
That doesn't mean that saying it was a bad idea to use it 13 years ago wasn't correct.
Personally I usually end up using Youtube when I need to do something with Blender.
On the other hand, I found the API documentation to be lacking and I had to visit the Blender stack exchange multiple times to see any examples or the usage of most of the APIs.
* Almost every release introduces some breaking changes
* The documentation that you find online is almost always out of date
* Most error messages give you very little feedback to figure out the problem
* Most of the existing operators/scripts are implemented in C/C++ and are built into blender. So when you encounter a useless error message (extremely common), your only option is to clone the full Blender source tree and start searching for that particular operator
* Many functions/operators are dependent on the editor state. For example: the only way to pass an input to an operator is to change the currently selected object, and you have to make sure the editor is in the correct mode (object/edit/pose/etc). All of these things are visible to the user, so you better revert any changes you made once your script completes to avoid interrupting their workflow/annoying them.
But the built-in Python console with tab completion is excellent. Even though the API has all those problems, having an interactive REPL to figure things out is great. If the API were more stable, documented, and less clunky with the editor state stuff, creating extensions for Blender would be an awesome experience.
I’ve found YouTube tutorials to be the best way so far but, My God, they’re slow going. Don’t get me wrong BlenderGuru has done incredible work. I just really struggle with video as a long form learning medium.
Does anyone have a good (non video) resource for getting into Blender? I know my way around a bit, but would love to get deeper into it. I recall an article on HN in the past that walked through the controls from a coders perspective (vim like control). Something along those lines.
Perhaps you could study Blenders' nodes systems? I've found that channels dedicated to shader and geometry nodes are a lot more precise in their terminology and succinct in their explanations. Probably that is because their target audiences are slightly more advanced and, also, the positive influence of math on their method.
Here are a few Youtube channels I recommend: - Erindale. He's probably the most known Blender node wizard. His videos are pleasant, thorough and accurate. - Just 3d things. Another channel about nodes, also very thorough and precise. - Sam Bowman. A channel that methodically goes through the creation of different materials. A very useful resource. - Entagma. They're mainly Houdini people, but in the last months they've also started doing geometry nodes videos. Great and informative stuff.
There are many others, but I can't remember them right now.
I am not saying they are obligated to release their custom tools. It would just be very interesting if they did. I am not in this space at all other than my kids are learning Blender and love it.
Tangent: Completely unrelated to this, I am truly hoping that a large company takes interest in KiCAD and helps push development to the "production ready" stage that Blender seems to have achieved. The EDA market is in serious need of a solid FOSS tool that isn't driven by the latest shinny thing companies go after.
To be clear, KiCAD is absolutely fantastic and I am looking forward to version 6.0. We are planning on migrating our work from Altium Designer to KiCAD, likely starting around the end of this year. I'm sick and tired of what has been happening with Altium and the other tools are just as bad or worse.
VFX Breakdown - Dynamo Dream Teaser:
https://www.youtube.com/watch?v=FFJ_THGj72U
If you prefer watching the teaser in full screen, it's here:
I use blender and the blender python API to automatically generate 3D models from my customers engraving images.
It’s a great piece of software. Highly capable and the scripting interface is great. You can pop up a window that shows the python command for every action you are doing in the GUInso it’s easy to automate anything you can do manually.
Also, can you point me towards how to see the python command for everything you do in the GUI?
[0]: https://towardsdatascience.com/fingerprint-denoising-and-inp...
To see the python commands add a Scripting > Info window to your workspace. I like to change the animation timeline in the "Layout" tab to a Scripting Info section.
To do this hover over the Editor Type tab in the top left of the timeline area (should be a clock icon). Select the Info type under Scripting.
You can also turn on python commands in tooltips in the blender settings.
Did you look at tools like OpenSCAD before choosing Blender?
I ultimately went with blender's displacement modifier, which works by using a UV mapped bitmap image that displaces the model's vertices as a function of the pixel intensity. This workflow adapts well to arbitrary geometry and customer images.
I have been using Blender for 6 years, and still have seen less than half of the features. It's not for lack of searching, but Blender's density is hugely under-appreciated in the industry. If you're a creative or artist in any capacity, Blender has features that you can take advantage of right away.
Familiar with NLEs? Hop into the video splicer and play around!
Comfortable mesh editing? Stay in the modelling view!
Wanna get your hands dirty? Sculpting is just a tab away!
Perhaps the most impressive part of Blender is that it's provided for free, in a tiny download, with a deeply caring userbase that maintains it. Here's to another decade of Blender releases!
https://www.blender.org/features/grease-pencil/
Here's a short film produced as a grease pencil showcase. At the end, it shows what working with it looks like.
With the recent Eevee real time renderer you get a common material pipeline with Cycles.
Add the exceptional 2D animation tools, and rapid improvements in sculpting and the speed increases of CyclesX to the mix and you’ve got one of the most capable pieces of software going.
Conclusion
This production on Blender was a great experience for us. We were able to integrate the application into our in-house pipeline and connect it to the other applications quite easily thanks to the strength of the Python API. In spite of some features that would need some maturity we had the confirmation that Blender is production ready and comes with tools that can really push up our way of working in terms of creativity.
https://docs.blender.org/manual/en/latest/render/cycles/gpu_...
> This episode is named Rabbids Invasion: Mission to Mars and it will be released at the end of the summer on France Television and on Netflix worldwide in 2022
3-6 months between releases? I get that it's a licensing issue - France Television probably knows more people will watch it on Netflix than on their own network - but this is just asking for piracy.
If you're desperate enough for entertainment to pirate the... checks notes Rabbids Invasion: Mission to Mars special, I think you deserve to watch it.