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Blender 2.90

blender.org

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Re: Blender 2.90

#81

This is great, but I have to say, I'm a bit concerned about multiple Intel tools (Embree, OpenImageDenoise) that are now integrated into Blender. The tools seem to depend on Intel MKL, which has famously been crippled on non Intel CPUs. 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.

AMD can contribute their own tooling if they feel it's worth it. They aren't broke.

I fail to understand what your point is.

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.

Re: Blender 2.90

#82

We need more open source software modeled off of the blender system. 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 b…

The size of the (potential) user base matters.

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.

Re: Blender 2.90

#83

I used Blender extensively the last few weeks for a prototype project. It's really a great piece of software but when it came to baking/texturing/painting my models (game assets using the PBR workflow) I grew more and more impatient with the build-in tools it offers . 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…

There's nothing wrong with using multiple apps to get what you want. That's what the pro VFX houses do 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.

Sure, I mean these are one of the best tools for each stage (and they are all not free). But all of it can be done in Blender too in some way or the other saving you from the upfront investment.

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:

https://developer.blender.org/D3203

https://developer.blender.org/T68896#988891

Re: Blender 2.90

#84
Newest Blender on Raspberry Pi seems to be 2.7, which works surprisingly smoothly under a 64-bit OS. RPi4 has 96 Gflops of CPU FPU power, making it a reasonable option for 3D-rendering for kids.

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?

Re: Blender 2.90

#85

Earlier quoted context omitted.

As a user of blender on AMD GPUs, they should probably put a little more effort in. Many of the shaders used to render scenes in cycles from 2.82 onward crash, and therefore make it impossible to use an AMD GPU to run cycles. I'm surprised they don't push their ProRender renderer into the main release. I can't tell if I like it or not

The most common reasons for crashes are outdated graphics drivers with bugs and/or hardware below the minimum requirements [1]. If you think you've found a bug in Blender please report your issue on the bug tracker [2] ( Help > Report a Bug in Blender). [1] https://www.blender.org/download/requirements/ [2] https://developer.blender.org/

Indeed I have actually tracked and posted a few bug reports on the blender forums. I'm running an AMD 5700XT and an R5 3600 so I sure hope my configuration is supported! My only concession is that I had to download the "optional" driver for august in order to get Microsoft Flight Simulator 2020 support.

Re: Blender 2.90

#86
post #5

That's great news. Glad to see Blender keep moving forward. 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.

There is an "extension" to .obj where vertex colors are added to the v line, like 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 t…

That's what you do with normals anyway, right?

Re: Blender 2.90

#87
post #79

Earlier quoted context omitted.

Someday when I can afford to pause taking a paycheck for a while, I am going to figure out how to reproduce this sort of model for numerous other applications. At least, that's my dream.

Godot is slowly but surely moving in the footsteps of Blender. What you need is to craft your app and gather a loyal crowd who see a future in it. People skills are paramount, because here is where tons of open source projects fail to inspire. Set patreon like goals and hand off side projects to like minded devs. Blender also had its yearly feature reels and projects that helped its way to the limelight.

The open movie projects are a large reason for Blenders success. It moved the focus from "Deliver developers pet feature" to "What do we need if we want to produce this kind of a film short."

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.

Re: Blender 2.90

#88

Earlier quoted context omitted.

The most common reasons for crashes are outdated graphics drivers with bugs and/or hardware below the minimum requirements [1]. If you think you've found a bug in Blender please report your issue on the bug tracker [2] ( Help > Report a Bug in Blender). [1] https://www.blender.org/download/requirements/ [2] https://developer.blender.org/

Indeed I have actually tracked and posted a few bug reports on the blender forums. I'm running an AMD 5700XT and an R5 3600 so I sure hope my configuration is supported! My only concession is that I had to download the "optional" driver for august in order to get Microsoft Flight Simulator 2020 support.

Thank you for reporting bugs and helping improve Blender! Every AMD graphics card that is GCN first generation or later can be used for running Blender [1]. GCN second generation or later is required for GPU rendering [2]. Unfortunately the AMD Radeon RX 5700 XT does seems to be affected by some technical issues, that are still under investigation. Might be a bug in Blender or an issue with particular OS, hardware and driver combinations. See ticket T75319 for updates on this problem.

[1] https://www.blender.org/download/requirements/ [2] https://docs.blender.org/manual/en/latest/render/cycles/gpu_... [3] https://developer.blender.org/T75319

Re: Blender 2.90

#89
post #84

Newest Blender on Raspberry Pi seems to be 2.7, which works surprisingly smoothly under a 64-bit OS. RPi4 has 96 Gflops of CPU FPU power, making it a reasonable option for 3D-rendering for kids. 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?

Vulkan support is being worked on, the current progress can be seen here [1].

[1] https://developer.blender.org/T68990

Re: Blender 2.90

#90

Too new of a release on Arch. Still shows 2.83 in the repo and that is now 404ing. I'll check tomorrow.

You can also download it directly from Blender's website [1] or build it yourself [2], if you're interested in that.

[1] https://www.blender.org/download/ [2] https://wiki.blender.org/wiki/Building_Blender/Linux/Arch

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