Apple Joins Blender Development Fund
blender.org
blender.org
https://www.blender.org/news/blender-by-the-numbers-2020/
If you've ever had a passing interest in Blender or 3d modeling I recommend checking out the donut tutorial, which is fast becoming the "hello world" of blender -
https://www.youtube.com/watch?v=TPrnSACiTJ4
And check out all the donuts -
Not knocking all the amazing people who use other software, but if you want new opportunity, use Blender!
A lot of people in our school played with Blender in their free time in the following years.
I am suspicious of arguments of the form: “Here’s some stupid shit people do! Let’s do more.” Although I will grant there is a seductive consistency to the logic.
There are of course more generic ways to use the time to teach in that area — teach person so finance instead of quadratic equations, teach a wide selection of introduction to language and importantly culture from a variety of places around the world instead of a single foreign language for years on end, teach personal health instead of whatever PE is, teach more generic computer concepts (what a file is, what a network is, some form of programming) rather than specific tools (be it blender or powerpoint)
But we don’t do that
I used to teach National Vocational Qualification (NVQ) level 1, 2 and a bit more, in IT, in the UK, back in the mid 1990s. The ones I worked with were RSA based which means that they were basically typewriter type exercises that were slightly sexed up to deal with word processors etc.
We had 12 modules to cover. Each student needed three pieces of "evidence" per module. So a module might be word processing or spreadsheet or database. We also had to cover fax (office equipment) and email (as was).
A folder of evidence would end up with roughly 50 sheets of paper, a few letters and prose, some spreadsheets and simple database reports. A few emails and so on.
You were allowed three mistakes. Yes three, across a lot of docs/body of evidence. An example of a mistake is a speling mistake. Another mistake would be not exactly two spaces after a full stop (period). It was awful and generally ended up with quite a lot of the trainers "truing up evidence".
On the other hand, I have an eye for noticing mistakes that is close to legendary.
Soz, waffled on a bit.
If your child was taught rudimentary Blender in school, I hope you'd be pleased.
At start we learned how to use computers and programming in logo. Age 10 was HTML. Then there was a year for OpenOffice, a year for 3D graphics in Blender (I think when we were like 14). We had some lessons on vector graphics in Inkscape. Some lessons on audio editing in Audacity. We learned some Unix basics. Later we returned to HTML and learned CSS.
Age 13 we learned C, the more motivated ones continued with Allegro and later C++. Age 15 PHP and SQL There was also a semester on finite state machines, but that was much less popular among students.
I graduated in 2010 and I am very happy regarding the curiculum my teachers built (out of their own volition and motivation).
Nowadays I think they also do Python and focus more on generic internet researching / verifying information.
If you ever write about your experiences there and what worked and what didn't, i'd be very interested in a link to the post! :)
[0] For example in France, the public ministry of Education has been running test programs with "Montessori" education techniques for several decades (the techniques are >100y old). All of these experiments have been strong successes, and that's precisely why they were never implemented globally. The government doesn't want people to get too smart.. they'd rather have docile wage-slaves who bow before the flag.
And my favorite tutorial if you don't mind the strong German accent: https://academy.cgboost.com/p/resources
(Also available on YouTube, but on cgboost.com is the updated version for Blender 2.8).
I did the latter some time ago. No artistic talent, cannot find my way around even 2D software, and the result was really respectable. Zach is a really good teacher.
I can attest to this. The donut tutorial is really good. It has all you need to know if you are starting from nothing.
[1] https://www.blendernation.com/2020/05/17/blender-power-seque... [2] https://developer.blender.org/T78986
a) You want to assemble only rendered footage. If you have real footage, well the greenscreen node is actually good, but for color grading DaVinci or Premiere are more advanced (though you can get a lot done in Blender here as well if you fiddle with the right nodes compositor).
b) You can accept some limits wrt adding text overlays. There is no simple way of doing that like in P or DV. But: You can trick with preparing some .png's and fade these in and out (which works but limits you on the effects), or add the text during render, but that limits you on flexibility (someone needs a text change in last second, yay!).
But I think you can go with basically any tutorial you find, it is not complicated in general. And a lot of your general blender knowledge transfers to VSE, which is a huge bonus in comparison to learn DaVinci or Premiere (which are monsters, crashy monsters).
Blender’s VSE is too unlike normal editing programs and the performance is bad as well. It makes your workflow more clunky for no gain unless you’re also mixing 3D scenes into your video.
There are ambitious proposals to overhaul the VSE so hope might be on the horizon.
Same channel author's vids on Unity are great too.
[1] https://www.youtube.com/playlist?list=PL4Dq5VyfewIxxjzS34k2N...
I'm delighted Apple is helping blender, I think it's a fantastic amazing project, and I have huge respect for all who work with it and make tutorials. I just want to learn to get better at it, quickly. I've found that I've got an unexpected barrier to entry to get my brain to work with its UI -- probably because I'm conditioned by earlier experiences -- and I don't think that I've been helped by having to watch videos with frequent pausing to see what modifier keys were pressed, with little ability to quickly randomly access the material afterwards.
Well, that used to be the mainstream opinion until a few years ago, when a lot of computer education switched to videos. I blame DHH ;)
Monetizing written content was (and is) crazy hard, comparatively.
One-minute tutorials about a tool, a certain specific way to achieve X and alike.
> https://www.youtube.com/watch?v=TPrnSACiTJ4
Is there a good written tutorial? I can't sit through video tutorials.
I don’t really see what value your comment is adding. The parents’ post was reasonable to me.
The conversion should do the trick for you to learn Blender and the next person will find your written one very useful.
https://youtu.be/TPrnSACiTJ4?list=RDCMUCOKHwx1VCdgnxwbjyb9Iu...
To find out what "Patron Member" means, it's 120k or more per year[0]. It's the highest corporate tier Blender has. Nice to see Apple supporting open-source.
... in a domain where they have either no products or their own products have clearly failed to obtain traction.
Not going to happen for anything where there's an even reasonably successful Apple product, I think we can be sure of that.
So yes, it is really nice to see Apple supporting Blender but let's not confuse that with open source/libre software in general.
Edit: And it indeed is downvoted whatsoever...
> Swift, FoundationDB, Obj-C, Darwin...
I know they didn't start those, but they all have major contributions from Apple.
Edit: No amount of downvoting makes me wrong, they aren't open source. The AppleClang != Clang trunk
It is also exceptionally rare Apple donate this amount of money to any open source organisation. To the point I would argue this is very non-Apple. There could be some strategic interest for Blender, although I haven't figure it out what it is.
Edit: Someone mentioned AR/VR. Which could be the case here.
Companies like Apple also need software. To me this donation to Blender is just a gesture to show they like to use Blender in-company.
1) Attracting pro creators to MacBooks requires having top-tier Blender support and performance on Mac, so Apple's interest is in making it run as well as possible
2) some future AR/VR tie-in
This is very un-Apple-like, but I really, really, really, really hope they keep going in this direction. There's zero reason for Apple to keep being this stodgy. Why aren't they doing "cool nerdy things" anymore? Their built-in apps are fine but why don't they try to make an Apple-sanctioned macOS package manager, with Apple repos and third-party repo support? Don't they understand the incalculable goodwill and excitement that would generate? That by doing this, making Safari a top-tier browser with the best standards support, implementing zero-knowledge iCloud encryption, working with Docker to improve performance, improving Xcode stability, and refreshing Pro Mac hardware minimum yearly even just to keep them competitive, as opposed to letting them languish, like the Mac Pro (2019) and MacBook Pro 16" (2019), they'd more than make up for every bit of illwill they earned with the post-2015 MacBooks and come out ahead of Microsoft with their WSL2 and new Windows Terminal? Apple knows how to be cool to "average people" but they've forgotten how to be cool to nerds, when it used to be effortless for them!
None of this has to do with core strategy. I'm not asking them to open-source macOS here. It's just the basic ability to execute on obvious things that's missing.
For example, in Windows 11 Microsoft really opened up the Microsoft Store, by loosening the eligibility requirements. As a result, it has tone, tons of apps like Creative Cloud, Discord, LibreOffice, VLC, that would never come to the Mac App Store in a million years. That creates pro-user goodwill. So does this Blender news by Apple. I hope Apple realizes how much money they're leaving on the table, because often they don't seem like they give enough of a fuck.
Right now, Cycles does not have any GPU acceleration on Mac. Windows and linux its fine, but mac is very limited.
Having a group of people, even if its a small number, be vocal about avoiding their computers and have a good reason behind it, isnt worth the 120k a year that it would cost them to be a sponsor.
Apple prefers BSD/MIT/Apache because that's just easier for developers to reason about but GPLv2 code that's a standalone binary is generally not a problem. Besides, Blender is a tool you use to generate non-GPL work product. From the perspective of authoring 3d content, GPL doesn't pose any kind of problem for them, even if they also needed to use Blender as part of an automated toolchain somehow for ARVR.
Something, something linked libs something…
In all fairness though, I'd imagine a big chunk of this being Metal's fault. I'd be dragging my feet too if I found out that I had to re-write our graphics backend just to support >8% of the desktop market share.
And why would they? OpenGL is really unpleasant from a hardware manufacturer's / integrator's / OS author's perspective, it makes app ports for mobile that much harder unless you're using GL ES, and Metal works and many apps have a Metal renderer now. If you find the mere idea of Metal distasteful because it's an API that can't be used on other platforms, you can use Vulkan and MoltenVK to get there.
You're confusing not caring for the pro market with their approach to vertical integration. They care for the pro market, but they're not willing to compromise on ripping out what they consider to be dead weight.
That's why it must be deprecated. Why do we need to reinvent the wheel over and over again ? I get it, X sucks and the answer to this is .... wayland. OpenGL sucks and the answer to this is ? DirectX ? Vulkan ? SDL ? Libcaca ? ( sorry i forgot ncurses). Just like an old builder: you have some bricks, use them.
OpenGL was released 29 years ago, and the way GPUs work now vs then is massive. Apparently developers want low level access, and that is what Vulkan/Metal give them.
As a user I wish Vulkan had a path without so much setup. I'm not sure if that's possible, or maybe it would defeat the purpose. It seems like it would be nice for hobbyists/beginners like me who just want to get a triangle on the screen and play with shaders though.
I understand that a lot of developers want low level access to hardware - that's great for a lot of applications. But that low level access means that software is tied to hardware... and software is not forward/cross compatible. Which is a VERY big deal for pro market.
Remember when Apple just "forgot" to release a pro grade desktop for years? Do you think those pros just stayed with their outdated hardware?(they didn't, they moved to Windows)
Do you think that there's a good reason for many pro software vendors to jump to Metal, when the majority of their customers are on Windows with Vulkan support?
I mentioned this on another subthread - Apple just needs to offer a cross platform API, to prove that they want pro software to be developed on Macs.
As a game dev - hardware dependence has been a fact of life for a very long time. There are too many useful extensions not included in the base profiles, and enough video cards combinatorically combined with those - that the most tractable path is to actually care about the specific device's capabilities.
The best way forward is to be as detailed as possible than to come up with a new albatross to hang around one's neck for the next 30 years. A thin driver with a fatter app stack is probably more manageable going forward than a very fat driver with a continually aging app stack, so long as appropriate care is paid to forward compatibility.
You have the benefit of abandoning your product 3-5 years after it's published, without anyone caring.
Deprecating opengl was confusing for me.
In 2011, Carmack would have gone with DirectX instead.
https://www.bit-tech.net/news/gaming/pc/carmack-directx-bett...
> The actual innovation in graphics has definitely been driven by Microsoft in the last ten years or so,' explained AMD's GPU worldwide developer relations manager, Richard Huddy. 'OpenGL has largely been tracking that, rather than coming up with new methods. The geometry shader, for example, which came in with Vista and DirectX 10, is wholly Microsoft's invention in the first place.' > > 'It is really just inertia that keeps us on OpenGL at this point,' Carmack told us. He also explained that the developer has no plans to move over to Direct3D, despite its advantages.
ARB, Long Peaks failure, not defining SDKs and leaving to ecosystem to create tools on their own, making into a rite of passage that each graphics programming student needs to create their own SDK from scratch, is anything but appealing.
If ARB/Khronos would standardize networking protocols, we would have only IP, and then each developer would create their own networking stack on top of raw IP.
They are their own GPU vendor nowadays.
Apple knows exactly what they need to do to keep the pro market on MacOSX, they are not interested in doing that at all. And that simple thing is standardization, not exclusive API. So they don't even have to support OpenGL... just not make it even harder for CAD/CAM makers to port their software/features back to MacOSX.
Lack of a good pro device for years already got a lot of pros off Macs, so companies like Autodesk have less and less value in supporting Mac. And the gap in functionality is already massive! Their vertical integration, aka platform lock-in, is impossible for companies that have majority of their customers on a different platform.(and again - Apple knows that)
You know, I'll just switch to Windows to have my designs automatically validated for code compliance... and I'll just stay with Windows for software development as well.
(I'm a software engineer studying structural engineering)
What is your quantitative evidence for saying this?
That's exactly why they should keep it. Now all those CAD programs that use older OpenGL features have to figure out how to do things that are not supported by Metal. Vulkan initially forgot about this market as well and had to add some things back in.
There is Zink to handle compatibility, but that should have come from the organizations and companied deprecating OpenGL. It should probably be standard on new platforms so they can keep OpenGL at the API level.
> To prepare for future Mac OS changes, AutoCAD 2021 for Mac uses a new graphics engine: Metal.
https://knowledge.autodesk.com/support/autocad-for-mac/learn...
They should just allow third-party OpenGL implementations. OpenGL on OSX is stuck in the past.
It would be great to see Metal die a fiery death too, and Vulkan being adopted. The current situation is just DirectX once again.
You can use ANGLE if you want, for instance?
I wouldn't recommend using OpenGL for any new software, though, it is hopelessly clunky and outdated for modern applications.
The generous interpretation is they just don't want to invest into that if it isn't "broken" but the cynic in me can't help but think at least part of the motivation is being different and maintaining the wall around the garden.
It's also gaining some nice features that are usable out of the gate, rather than waiting on Vulkan extension standardization and adoption. It simply makes the most sense for Apple.
Sure, but that was hardly the point of Vulkan in the first place. The point is to have cross-platform 3D grahipcs, but since Apple never gave a shit about anything cross-platform, they chose to write their own stuff.
And if they actually did care, they could have modeled the same API as they have with Metal, but over Vulkan, so the engine is the same but the API is "much friendlier".
It simply makes the most business sense for Apple, but as is tradition, the whole software ecosystem is worse off because of their choices.
Opinion time: WebGPU will become the standard graphics API to target for cross-platform. gfx-rs/wgpu already works over Vulkan/Metal/D3D12/D3D11/OpenGL/WebGL & WebGPU in browsers. Much better than simply Vulkan, unless performance is your primary sticking point.
Metal is the reason Vulkan exists: Apple announced Metal in June 2014 and the first Khronos meeting about a replacement for OpenGL was hosted at Valve in July 2014 so they could rush to announce an "open standard" under development at SIGGRAPH later that year. The only reason it managed to ship a final spec in 2016 was because AMD donated Mantle to boot-strap the process.
When you make your own GPUs and have sufficient scale to get developer adoption owning your own API can let you move much faster than others while avoiding vendor extension hell (that turns into a bespoke API-within-an-API at the extreme end).
Besides which MoltenVK effectively allows Vulkan software to run against Metal anyway. In that sense it's also better for Vulkan because it can ship API updates whenever Khronos feels like it.
That seems to give way too little credit to Mantle. Which was released in 2013 and became the basis for Vulkan.
I also noted that AMD donated Mantle as the starting point which is why Vulkan didn't take 5 years to finalize.
In any case claiming that Apple is somehow at fault for not adopting Vulkan doesn't make sense.
I just said that it's severely overstating the case.
> In any case claiming that Apple is somehow at fault for not adopting Vulkan doesn't make sense.
Why not? They could have adopted Mantle instead, for example. It came out a year earlier. Or it could have replaced Metal with Vulkan later (as it is often a reasonable choice to replace your custom solution with the industry's standard). Or it could have chosen to officially support Vulkan alongside it.
Apple has lots of money in the bank, and with that, lots of options.
The only cross platform alternative that actually works is OpenCL, but Blender is moving away from OpenCL, mostly because literally every GPU vendor is doing so as well.
The more annoying variation between the two is the need to refactor the code from using "kernels" to "compute shaders", but that's just a difference in the underlying programming model.
Yes, there is SPIR-V, yet few care to target it in practice, besides typical shading languages.
[1] https://krita.org/en/support-us/sponsors/
[2] https://www.gimp.org/news/2021/07/27/support-gimp-developers...
Donating to LibreOffice at half the rate you pay to office 365.
The free alternatives would surpass the paid versions.
Let's not sugar coat that GIMP and Blender both went to great lengths to eschew industry workflow and UI/UX norms. they both only started shifting to more familiar paradigms when grassroots movements within their user communities pushed hard for it.
Development time and money are only half the battle. Project leadership and politics are an unquantifiable effort.
Blender for example has been capable of great things for a long time. Its surge in popularity was largely down to giving up the ideologies of its unique workflow.
For example, absolutely any aspect of the interface can be bound to any key combination simply by right clicking on the control and choosing “assign keyboard shortcut”. You can adjust values, check and uncheck boxes, execute any menu command, trigger any action, and reconfigure it all on the fly in whichever way suits your workflow in that particular moment.
Another example: every internal function is searchable and executable by hitting F3 and typing a fragment of the code path / menu item title / function name into the box provided. Can’t remember how to slide a vertex along an edge? Just hit F3 and type “ve sl” and the function you’re looking for will be right there at the top of the list.
And another example: every input field can derive its value from simple Python calculations, called Drivers. Let’s say you have a 300 frame animation and you want to change the strength of a mesh deformation from 0 to 1 based on the current frame number. Rather than keyframing anything, you could simply enter ‘#frame / 300” into the deformation modifier’s strength input field and Blender will take care of the calculations for you. You can reference other input values by right clicking on that input and choosing “copy data path”, which will copy the internal reference to that particular piece of data to the clipboard so you can use it to power another input’s driver. So for the above example, if you weren’t sure how many frames your final animation was going to be and you didn’t want to have to go back and change the “300” every time you changed the animation length, you could simply copy the data path for the “frame end” input field and use that in the calculation instead, ie ‘#frame / bpy.context.scene.frame_end’ (that may not be the exact correct path, I’m describing this from memory just as an example of the concept). Every variable is exposed and can be referenced by almost any other variable. If your Driver is more complex than a one liner, you can open a fully featured driver editor window which lets you set and name variables within the driver’s scope, describe parametric functions, and tie multiple drivers together across multiple objects.
Everything is extensible, everything is controllable, everything is connected to everything else — the power it gives you is simply unparalleled, I’ve never used any software of any kind that even came close to putting this much raw control into the user’s hand.
[1] https://en.m.wikipedia.org/wiki/Mode_(user_interface)#Mode_e...
Blender is an absolute massive collection of interrelated functionality. It's mental that they managed to make it all work so well.
Features you are talking about are present in many other professional 3d packages.
The impressive thing about blender is not it's feature set, but the fact that we can seriously compare a piece of FOSS software with professional products that cost thousands of dollars.
Apple was huge in getting open standards funded at Khronos for OpenGL ES, WebGL and more. These investments led to lots of great things and innovations.
The market for 3d tools is one of the most fixed markets out there and the tools are expensive, that has caused interoperability issues and standards being more proprietary. For instance, COLLADA wasn't great but it was one standard they pretty much broke in favor of FBX, which is probably better but also less open/standard.
Hopefully these investments can help change that in the 3d tools market a bit. Even getting your hands on Maya, 3ds Max, ZBrush, Houdini, Cinema4D, etc was difficult until recently. Blender might have made the pricing on those more competitive as well as Unity/Unreal opening up more on pricing.
Blender is opening up 3d tools for all and that is a good thing. The app used to be a usability complexity problem but is getting very competitive in usability and less complex on entry. Tools are like games, they should be easy to approach and more advanced on the backend/detail to master for advanced users, simplicity should always be the goal for tools.
The others have a “lite” version or an indie subscription that is significantly cheaper. When you have those, and a lot of other software is is around $10-50 a month, C4D’s pricing is egregious.
The most important learnings so far have been:
- Instead of creating objects from scratch, the paradigm is to modify shapes, starting from a number of primitives. That’s why you get the “default cube” when you start it. An important operation is extrude, which copies the selected parts of a mesh and connects the copies to their original. So if you want to draw a curve, you place a default curve and then use an operation like extrude or subdivide to add new points.
- There is a heavy interaction between mouse and keyboard. Depending on the task, it is vital to learn the keyboard shortcuts by heart. Those are often single keystrokes - e.g. tab for switching between object and mesh edit mode, 1/2/3 for switching between vertex/edge/face selection mode, g for moving the selected item, x/y/z to lock to an axis, x for delete, f for filling edges or faces into the mesh, e for extrude etc. while all of this is also possible to do with the mouse, there is a 10x productivity boost from learning the 10, 20 keystrokes that are used all the time.
- It is highly extensible through plugins, mostly written in Python, though, unfortunately, lower layer operations are only exposed in C++. All of the youtube videos use one of the many screencasting plugins, which display the recent mouse buttons or key presses
- it is a good idea to use a numpad, mainly to switch between different views
The benefit: even with minimal manipulations in the lighting settings and the materials of the created objects, the renderer can already create raytraces that are absolutely jaw-dropping.
But: Even after several months I still often ask myself “how do I tell it the computer”. I feel like I have barely scratched the surface of what the tool can do. Rendering pipelines? Sculpting mode? Probably 2022.
Curious about the hottest tips from the HN users :-)
A small size is often better as less hand movement is required.
Other than cycles all the plugins are written in python—there is a C++ api generated at the same time as the python one but afaict only cycles uses it. Haven’t done any blender stuff in quite a while so I could be (hope I’m) wrong.
Though, with a little gumption, it isn’t all that hard to expose the underlying functionality to python if nobody has gotten around to it yet. Most of my contributions were of that nature (honestly there were some big gaps and a lot of low lying fruit back then).
Interesting(?) side note: the original pie menu script was written because my laptop didn’t have a numpad and changing views is a PITA without one. People ran with it and it became really popular so they built pie menus into blender proper.
It's quite a nice workflow for organic shapes.
I've been using Blender for, ooo, I'd say about 15 years now?
I've got almost every hotkey down to a reflex, explored the software extensively, even written my own plugins for Blender. I've watched it grow over the years and man, has it come SO far.
And let me tell you... I can honestly say 15 years... I still feel like I'm barely scratching the surface.
Blender is just an infinite well of potential power and productivity. The more you put in to it, the more it will give you back.
And every few months the Blender devs put out a new update, making it even better than before. Absolutely amazing tool, would be easily worth thousands a year to me for my professional work and yet it's free. It's a 'must have' for any graphic designer/3D artist/etc in my opinion.
That coupled with some 3d printing marketplaces have made for some interesting experiments!
Apple also is taking open source more seriously .
Recently I had a need for a CAD program and rediscovered how insanely expensive commercial 3D software is for the average person.
Sure, many companies now offer monthly subscriptions, but even those subscriptions are ginormous for the amount of relative value returned. Like, do I really want to pay $220 a month for AutoCAD when I only need to design a part for a non-commercial personal project every so often? I'm sure even a lot of small companies secretly pirate such software, especially if they are relying on something like Solidworks. I really don't know how anyone affords that package.
And yes, there are sometimes free student editions of these packages, but unlike 15 years ago it's tough to get a hold of them without an email from an academic institution the company has verified.
In my case, I was looking at AutoCAD because FreeCAD is... well, pretty terrible as a n00b. From what I can tell it works very differently in many ways from standard CAD applications. It's good for converting between formats, but it's not at all intuitive and seemingly minor actions with nothing but a cube in the workspace can cause it to go into a tizzy and completely freeze.
EDIT: Ultimately I ended up using OpenSCAD.
Commercial 3D software isn't even necessarily better, though. I know I yakked on about CAD, but I have a sort of background in Animation and used Autodesk Maya for many years, which would be the closest direct competitor to Blender. Dear lord, what a disaster of a software package. Granted, I haven't used it since the 2018 edition, but it's astoundingly bad in many areas. The main reason it's so widely used is that it's established and is capable of just about anything. The downside is that, like AutoCAD, the slightest breeze can make it crash unexpectedly. Anyone smart will save their scenes in ASCII format because who knows, something might go wrong during the saving process that makes your scene unable to open when you reboot Maya, and looking through the text-version of your scene may be the only way to fix or recover anything. That's not even all of it. And Maya is also very expensive. Unless you are a student, the only way to use Maya on a hobbyist level is to pirate it.
Having switched entirely to Blender, although there's things about it that I still find unintuitive, it's a breath of fresh air having come from Maya. Unlike Maya, it's rare that anything I do will cause Blender to freeze or crash. The default viewport rendering not only looks better than Maya's "viewport 2.0" but just seems snappier.
What I don't like about Blender is that it tries to do too much IMO. Does Blender really need a video editor and to clutter up the UI with references to it? Not specifically related, but what's with the way that modifiers work? It's kind of like Maya's "history" except it's both better and worse. Unlike Maya, you can actually change the order of how modifiers are applied. But modifiers are really only good for specific things. In Maya, the history of an object is far more generalized.
But overall, I want to see Blender succeed and maybe, just maybe knock things like Maya down a peg, even if it takes another 20 years.
I use Blender these days mainly for direct manipulation of meshes in ways that a parametric CAD program won't let you. If I was doing character animation again, I'd probably still use Blender for that. General modeling, Blender is very good. I just hope the UI continues to improve and not obscure so many things behind various icons.
It is amazingly capable but for those who want a tool to do one job well it would seem like hell.
Counting the App Store service fee of 30% as "game revenue" is disingenuous, as then we could count every single Windows license sale and every single dollar of revenue from hosting game servers as "making money from games".
It was total revenue from App Store derived from Gaming Apps. I dont see how that is disingenuous. Just like Sony makes a cut from games on PS5.
When Apple has a total 0 input in making and marketing of said game and just charges for services - that's not revenue from games.
And if you want to put a bar that low - Google makes billions from ads for games, YouTube play alongs and other services purchased by game makers. Let's also no forget Starbucks revenues from all the game devs, that definitely counts as game revenue.
> Just like Sony makes a cut from games on PS5.
You do realize that all PS5 games get input and support from Sony, do you?
(Also - if you downvote, then don't bother replying)
Walmart dictates what gets put on their shelves. Should we throw them into this contest too?
I think people -- on both sides of this little mini-debate -- may be trying to carve out too fine a distinction. Insisting that it's only correct to say that a company makes money from games if the company is developing or publishing games suggests that GameStop doesn't make money from games -- a rather hard position to defend.
The reason why Walmart or GameStop wouldn't be counted in Game Revenue is because they belong to Retail segment. Even if they were to be counted I think retail label would have to be inserted somewhere.
Neither Walmart or GameStop contribute anything to the actual making of Games. They have added zero value to the making of Games in that value chain and act as distribution only ( and arguably discovery in terms of foot traffic ). Since Retail is a clearly defined term, It is perfectly valid to suggest ( Apple's ) App Store as similar to Walmart and GameStop. But I dont think anyone would agree Apple == App Store. Apple as a Platform ( providing tools and support ) Apple as a Publisher ( Buy apps from you and resold to their customers ) and Apple as a Distributor ( App Store ).
It is all about the value creation and where the cuts are taken. It is also the reason why most of the debate about Apple becomes pointless where these aren't clearly defined in the argument. Although Judge Rogers seems to be able to dissect all of these in a very clear manner.
They did help us out when we ran into issues with the dev tooling, but then so does Apple.
Source: I was lead engine dev on a couple of mid-cycle PS2 games.
Architecture makes that still icky, but MoltenVK running Proton (so DirectX to Vulkan to Metal) makes Fallout 4 and Titanfall run playable on M1 (with some graphics glitches). If there was real funding behind it they’d have a winner on their hands.
... with Google, Intel, Microsoft and Adobe among the other sponsors.
Not a problem. M1 blender benchmarks were already smoking the x86 Macs, despite the fact Blender was running on M1 with Rosetta.
A native build is obviously better of course. But OSX ports are a bigger deal, in general, than the CPU architecture.
Is there something that makes it a first choice for many professional users?
I was talking to my younger brother about this the other day. He and his girlfriend have just finished Uni. My brother is trying to get into a career with CG for film, and his girlfriend into graphic design. Its not great for my brother as he does have to learn a few tools like Maya and the like, but 90% of his work has been in Blender, which is wonderful to see for someone who's been using Blender since the "old-old UI" days (you know the one) when it was considered as having no chance at being able to compete.
But on the graphic design side, the walls are much higher. His girlfriend can't afford the adobe suite right now, but it would seem has no other option. I naively suggested looking at the open source offerings and was, in the politest way possible, essentially laughed out of the room. I was told it didn't matter if the tools were as good or even better than say Photoshop, because its not industry standard. Bonus points as well if you use the most expensive OS. I'm not sure how true it is that you can't get a job unless you use those tools personally as well, but I'm no expert and I imagine they'd know more about this than me.
I thought it was funny to compare to programming, which I do know. There are industry standard languages, kind of, but all the ones that are industry standard (key word being standard, of course niche ones do apply) are all free. Bonus points if you use a free operating system.
I know they're completely different fields, and what "works" for graphic design would never work for programming, I just thought it was funny
Adobe doesn't really have a product to compare to Sketch or Figma. The closest currently is Xd but it's only a partial replacement
Pretty much the whole reason I went with a MS Surface tablet instead of an iPad of some sort, was the lack of Blender.
https://www.fsf.org/blogs/licensing/more-about-the-app-store...
https://www.apple.com/legal/internet-services/itunes/us/term...
> Any App that you acquire is governed by the Licensed Application End User License Agreement (“Standard EULA”) set forth below, unless Apple or the App Provider provides an overriding custom license agreement (“Custom EULA”).
Honestly, I think Blender is one of the most successful open source projects of all time. It's such a good model for how open source can be successful.
Blender does seem to have a UI that's optimized for power users. It's amazing to see someone that's experienced working with it, seems to be very practical. Maybe there should be a 'beginner' view though, hiding some more 'esoteric' options.
So it makes me very happy to see Apple help fund it.
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whyyy!?With a python API, would there be some automated way to turn drone footage into 3D environments?
Would SLAM be the best option there?
Adding CGI to drone footage doesn't require that, and is absolutely something Blender can do. Look at its motion/camera tracking features.
Highly unlikely, but maybe Apple could release some gems from the Shake code base into the Blender compositor?
You're assuming they still have a copy of the source code :(
I'd love to see some of the Shake feature set make it into Blender:
- node-to-code + code-to-node
- 2.5D motion blur for transforms
- general concatenation of image transforms for single pass resampling.
- general C-style code expressions available in any text field of the UI and being able to reference any other variable in the entire UI
- ability to call any function from libc / external DSO's directly from any text field in the UI.
etc ...On top of that, there were always suspicions that some of the Shake codebase didn't come from perfectly 'legal' origins from an IP perspective in the early days (its API was very similar to something Alias was working on at the time, and became Maya). I've heard rumours that was a reason the people responsible for Shake were never considered for SciTech awards.
Blender is obviously a huge component of the software stack.
Blender had built-in game engine, but it's been frozen and removed few years ago.
Also Epic is sponsoring Blender Fund too.
https://godotengine.org/article/godot-engine-was-awarded-epi...
AFAIK you can't directly author 3D models in Unreal, if anything Unreal has a dependency on tools like Blender.
There is some competitive overlap, but that seems mostly within the realm of real-time vs. offline render for producing video content?
Yeah, Blender and Unreal kinda-sorta do the same thing (3d rendering). But their applications are completely different... and you'd be more likely to see people use both tools together on one project rather than a competition between the tools.
https://www.blender.org/press/epic-games-supports-blender-fo...
The only area I could see this in is in high-end movie production, like they did with The Mandelorian for the digital green screen stuff, but the distinction between real-time and non-real-time rendering seems pretty strong.
Edit: this tweet I just found shows exactly what I meant: https://twitter.com/juanbuis/status/1448686889158983681?s=21
I was going to send images to Google to pull objects and text from, but if I could just send text to search for, that would be great.
I've been wishing for a modern Playstation so I could try the limited bit of Gran Turismo that's VR and uses their headset. I know the Nurburgring fairly well by now but would love to play there 'for real'. Quite an environment to be whizzing through: that and the tricky rally circuits would be real interesting to get more immersion in.
I wonder what life would be like if I could wear a HUD that showed me an AR overlay. It might bubble up an alert to remind me to drink a glass of water to stay on track for the day. A to-do list might slide in from the side if I tap a button near my temple. A friend calls and their animated avatar hangs out in the corner of my sight while I continue doing what I was doing... It feels like these things are very close, but society is struggling to integrate the amassing tech innovations we're encountering.
Not to mention what you won't see. When you drive by protesters about a topic that makes you uncomfortable, your SuperFlow2030 app will blur out the words and images on their signs so they don't disturb you.
The latest safety feature will use facial recognition to highlight anyone you don't know or is not typically in an area, so you can keep an eye on them. Coincidentally, a high percentage of those highlighted people will have a different skin color from you, which deep down in the weights of its classification model is still being used as a handy heuristic even though the developers tried to specifically exclude it.
I, too, wonder what life would be like. Sadly, I don't have to wonder too much, because it appears that it would be like it is now, only more so.
Although speculative cyberpunk is usually dystopic and oppressive, it fascinates me how much of those predictions have come through or are in the process of occurring. I think the major breaking point will be climate refugees moving toward cities, which could lead to megacities, which have notoriously been imagined as highly populated by an impoverished class of people.
Thanks for the little dose of reality. I hope we can nudge our future by starting these sorts of conversations.
This whole AR thing is just a transition technology, that will go away with time.
You just described Ready Player One, which in some sense is a dystopian nightmare.
I love VR headsets, but that's not going to happen - for so many reasons - I want to get up and get a coffee, I often read while half watching TV, or sit and chat with the family while watching TV and so on, fold the laundry with the TV on and so on. You can't do anything else when wearing a VR headset.
A photo with a new McLaren next to your garage adds a lot of credibility to all of the “honey, I bought a new car” pranks ;)
https://jobs.apple.com/en-us/search?search=VR&sort=relevance...