Blender 3.4
wiki.blender.org
wiki.blender.org
I'm not a programmer so I struggled with the fundamental concepts a bit when learning Geometry Nodes, but it's been the best new addition to my life in a long time. I think I haven't watched any TV show in a year or two because I prefer to spend my time fiddling with GN and answering people's questions about it on Blender Stack Exchange (found out that it's a fantastic way to learn—they're like little prompts leading you to discover areas you hadn't even realized existed). Blender community is so big, creative, enthusiastic, and helpful—you go on Blender-Twitter and it's people making playful/interesting stuff all day and sharing how they did it. I can't stop gushing about it to anyone who'd listen.
@JacquesLucke (creator of Animation nodes, who was then hired by Blender)
@FreyaHolmer (not necessarily Blender stuff, but great game-dev geometry/math content)
Tinkerers: @higgsasxyz @cmzw_ @artofriaz3d @WannesMalfait @JesseMiettinen @Bbbn192 @Mrdodobird @cgonfire @Sanctus_Art
Do the blender nodes have got an equivalent of vex in houdini? Or variables? Does blender just use raw-ish Python instead?
There's no Python (like the add-ons), all nodes are C/C++.
I looked into what "variables" are, it says stuff like "position", "current animation frame" etc. Those would be called "input fields" in GN. In addition to default attributes like position, normal, rotation etc you can also capture, store and recall custom attributes, either anonymously or as named ones (always written on geometry in a particular domain--point, edge, face corner etc).
Taking a look at an Entagma video on GN would be much more helpful I'm sure (they also have a course).
The submitted URL is high-on-detail (normally good for HN audience) but low enough on context that I'd say it's mostly of use for frequent Blender users & Blender community members (who likely know how to find both URLs).
The flashy URL, while lower on detail, still packs a reasonable amount in. Alongside much-needed context.
e.g. "Added Sobol-Burley sampling pattern" links to https://developer.blender.org/rBa06c9b5
As much as I liked Modo, I was paying a monthly subscription, and now with Blender I don't and it's got this enormous open-source community that provides a lot of long-term confidence, which I wasn't quite getting with Modo. The UI changes going from 2.x to 3.x was pretty important in my decision to switch.
One thing I found helpful when moving 3d modelling softwares was to setup all the keyboard shortcuts to your previous software's bindings, and then you can tackle figuring out the UI, the different object modes and the Blender Way To Do Things™. There's plenty of preference files around on the web that you can plug them in and get going quite quickly
Hah, that's me. Except i was out of CG for ~7 years or w/e. I used Modo extensively from 1.0 to .. i want to say 5.0 or something. Tons of modeling. I adored Modo for modeling. This was all before they were bought by Foundary or w/e, though. Back when it was Luxology.
Maybe you have an opinion here.. but how is Blender for modeling? Specifically when 3D Navigating. So far i've found Blender to be .. okay, like it has all or almost all the tools i remember from Modo... but something just feels different. Modo felt so fluid, intuitive. Especially with 3D navigation. Something just doesn't feel as good about 3D Nav compared to Modo. But i can't put my finger on it.
Regardless, Blender has so much power i absolutely adore it. I'm just trying to capture that fluidness that i had in Modo. Yet i can't articulate what it is. Which.. sucks, heh.
You can get the Blender viewport behaviors to match Modo, but you'll need to customize all the Input/Navigation/Keymap settings. The modeling tools themselves are mostly kind of there at a foundational level, but it’s all really clunky in comparison. I wish that Blender had the work plane and tool pipe. I just learned the Blender way to do things, instead of trying to fight it.
I've been getting into Blender for the last few months. Previously i was used to paying ZBrush, Modo and etc 500+ dollars for Licensing, and it's kinda shocking how much functionality you get in Blender for free.
I just signed up for the lowest tier. Not sure how much i want to spare a month, but i can definitely spare a coffee and month and it is well, well worth it. Much thanks to the entire team on Blender, you folks rock :)
"I want to model a realistic humanoid character, using these references"
And then the AI works through the process of setting up the workspace and putting the tools you need front and center.
Right now that setup process is a lot of boilerplate-by-way-of-GUI that gets in the way of using any specific technique.
Most 3D packages have something similar, but for Blender specifically, it asks you want area you want to work in when you create a new project, to tailor the UI for that specific task (splash screen screenshot: https://docs.blender.org/manual/en/latest/_images/interface_...). The UI is also highly customizable, basically everything is movable to anywhere, so if you have your own preference (or want to use others from online somewhere), that's trivial to achieve as well.
What you're suggesting doesn't actually contribute anything to speeding up that workflow, as it stands right now.
> Right now that setup process is a lot of boilerplate-by-way-of-GUI that gets in the way of using any specific technique.
What boilerplate are you talking about here? You have specific examples? It sounds to me you're assuming 3D creation is similar to software, somehow. While it's fairly common in the industry to have templates/boilerplate "starters" for various things you want to do.
It's just an integral part of my workflow especially for modding games.
Back in high school, a friend and I wrote a 3D platforming video game from scratch. The on-disk 3D model format we used was something I just came up with. It was plaintext ASCII where we would write in every vertex and tex coord by hand, and the engine would turn those over to the obvious OpenGL functions. That was obviously stupid, so my friend learned how to use Blender and wrote an exporter to my format using its Python API. You can read a bit about it here[1] on our old website, written in 2005 when we were around 17 years old. Memories.
My friend eventually went on to develop & commercially release a 3D platforming game called Poi[2].
[1] https://brightnightgames.com/games.php?game=sa&sec=developme...
Also automatic fixing of imported models from various game ripping sites.
Besides that, I've written bunch of macros as basically python files I execute in Blender to do repetitive tasks. Another thing I've done is writing a distributed render queue for headless rendering, using the Python API.
Neat thing too is it's in Rust, not Python.. because, well, i prefer and know Rust, and by doing it in Rust it works with the rest of my game code so that on-demand stuff i mention plugs in nicely to my existing ecosystem. Note that i'm using Py03 for Rust, so it's just Rust<->Python. Not native Rust support or anything
Demo: https://www.youtube.com/watch?v=thWgiEtQs7A
Blender Tutorial: https://www.youtube.com/watch?v=AQLimxRDFWc
For example "write code in python using blender libraries to create a scene that contains a procedurally-generated mobius strip"
Usually the results are pretty good.
(ninja edit, the page is now listed on the releases page [2])
This post should definitely be updated to point to that release notes page, if @dang sees this.
He thought that one of Blender’s major challenges was recent developments in the real-time rendering space - notably Unreal Engine.
They’re not direct competitors, of course (and Epic has donated to the foundation) but it does speak to how impressive UE’s render pipeline is.
Again, it’s not a direct comparison, but it’s remarkable what UE5 can do at 60fps on a mid-range Nvidia 30 series card (even without DLSS) versus how long it takes Cycles to render a single frame.
I’ve no doubt Blender will be a future innovator in this space too.
realtime 3D engines have gotten extremely good at approximation, though, and they get better all the time.
around the time they perfect it, hardware will be able to do pathtracing in real time, meaning the shortcut path and the long path to the goal of photorealism were about the same length, just through wildly different terrain.
https://docs.blender.org/manual/en/latest/render/eevee/intro...
I guess I would just then reiterate the context of my original comment, which is that the creator of Blender and current foundation chairman is looking at UE's real-time render pipeline and coming away very impressed, even to the extent that he thinks it should influence the future direction of Blender's own real-time pipeline.
[1] https://devtalk.blender.org/t/2022-11-30-render-cycles-meeti...
However they’re still contributing to porting it to Metal and improving that support, among other things. You can see various things in progress on the Blender dev pages
While frequent release cycles are great, keeping up with the changes between Blender, Rust language, Bevy game engine and Godot 4 betas seems like a full time job these days!
What is your use case for it?
Try Solvespace. It's not as complete as those, but a hell of a lot more fun!
It uses the geometric constraint solver from Solvespace, which is OSS CAD that I contribute too. The same solver has also been integrated into one workbench in FreeCAD. It makes a lot of sense to me that someone wants it directly in Blender for simple parametric designs. Not everything is character animation after all! :-)
(Nice intro for anyone else interested: https://hlorus.github.io/CAD_Sketcher/getting_started/#creat...)
It's cool that CAD Sketcher is able to build on the Solvespace solver. I played around a bit with Solvespace in its early days as I liked the constraint-based approach but the... very "specific" :D aesthetic of its UI didn't quite gel with me as much as it clearly does with others. :)
Will watch CAD Sketcher development with interest!
Unless you mean a different implementation per renderer?
AFAICT it is available as a pre-built wheel via pypi:
https://pypi.org/project/bpy/#files
I haven't actually tested this but given the wheels are a few hundred megabytes in size, it seems consistent with the possibility. (Guessing the docs might just need to be updated.)
[1] https://docs.blender.org/api/3.4/info_advanced_blender_as_bp... [2] https://wiki.blender.org/w/index.php?title=Building_Blender/...
Does this mean you can run Blender from Python without the command line?
https://docs.blender.org/api/3.4/info_advanced_blender_as_bp...
If I remember correctly, Geometry Nodes got started as a Blender addon (called "animation nodes") which eventually the Blender organization went as far as employing the creator of the addon and including it in the main release.
I guess Python has just spoiled me. I need a class and "everything is right there". In Blender's C/C++, functionality always seems spread across a variety of files and callbacks in a variety of folders. I tried to follow the main loop through an extremely simple action (select a cube onscreen) to see how the stuff I know happens, happens (draw orange outline, highlight in outliner, update undo history, etc.) I knew it would be a lot, but geez, even one of those things is like a week of reading through code.
I do remember how intimidating Blender was the first time I used it though, vs how easy and natural it is now. I'm looking forward to when it will 'click' enough that I can find my way around even though I don't know how everything works. A 'core workflow' to trace through how stuff happens, if you will.
personally I enjoy modeling in a parametric program like fusion360 more, I guess it appeals to my inner programmer, but nothing I make could reasonably be called "art".
I want a low learning curve application for home DIY stuff. I tried Fusion, just a bit more complex that I would like, I supposed Blender is ever more so.
Can't you get the same thing with a boolean modifier?
Illustration: https://i.stack.imgur.com/FlM1E.png
But you can make your own using blender:
https://www.food.com/recipe/blender-ketchup-89086
Oh, sketchup, not ketchup. Never mind. ;)
https://xkcd.com/353/ draws nearer and nearer.