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Blender 2.92

blender.org

31–40 of 173 posts

Re: Blender 2.92

#31
post #28
post #9

Earlier quoted context omitted.

Blender was a commercial product that was latter open sourced and existing customers put the effort to keep the ball rolling. Good luck trying something similar for the desktop market starting from scratch as FOSS.

When Blender was commercial it didn't have half of the features from today. >Good luck trying something similar for the desktop market starting from scratch as FOSS. Krita.

How many Krita developers are able to make a living out of it?

Re: Blender 2.92

#32
post #21
post #9

Earlier quoted context omitted.

Blender was a commercial product that was latter open sourced and existing customers put the effort to keep the ball rolling. Good luck trying something similar for the desktop market starting from scratch as FOSS.

This is true, however, the commercial version bears almost no resemblance to what we have today. The open source community bears the lions share of the responsibility for how blender looks today.

Well, I bet the big pie that makes a living out of it is on pay checks from studios.

Re: Blender 2.92

#33
post #11

Damn, this looks nice! Especially the procedural stuff. I did use Blender roughly 10 years ago for school projects, and I would like to get back, anybody has a good tutorial lying around? :)

https://www.youtube.com/watch?v=At9qW8ivJ4Q

I've started with

Learn basic interface

Vertex, Edge, and Face Basic editing. (Make the following without looking up tutorials) Brick, Cup, Rubiks Cube, Wooden Furniture (Stool, Wardrobe, Bed, etc)

Learn Basic Material

Get Familiar with Curves

Low Poly Create a simple Torch

Animate lit Torch

Re: Blender 2.92

#34
post #3

Just playing with it now. The new geometry nodes are the beginning of something big... a more procedural approach to modeling. Perfect for natural distribution of things like rocks and plants. Our department (art and design) moved from 3ds Max to Blender last year, and have not looked back. The rapid pace of development is testament to the fact that Blender now has more than twice as many full time devs working on it…

That is great to hear! I really hope that Autodesk starts feeling some pressure from FOSS and cools off on the blatant anti-consumer moves. The whole "now you have to pay us $XXXX/year in perpetuity or you lose access to all of your business files" has killed a lot of the goodwill they once had.

>cools off on the blatant anti-consumer moves

That's just not going to happen, it's in their DNA (and the DNA of many of the small companies they borgified over the years).

It's going to make them die, but it's going to take a loooong time (a generation of users who only know theri product and physically can't learn anything new will have to retire).

Re: Blender 2.92

#35

I find Cinema4D’s UI and approach toward everything just brilliant. Tried using Blender 5 years ago and it was extremely unintuitive to use. UI consistency was all over the place. Has that changed since?

> Has that changed since?

Blender's UI has evolved enormously in the last five years.

It's come a very long way towards being more:

    - A) User-friendly
    - B) More "conventional" for people used to the (by decreasing order of user-friendliness) Houdinis, Mayas, 3DSMax, etc ...

Re: Blender 2.92

#36

I hope one day there's a "Blender, but it's actually ZBrush" open source alternative to ZBrush. Once you use ZBrush, you'll never want to go back to traditional CAD-style creation. I won't claim that Blender can't solve it, but, the workflows are completely different. You end up thinking of models like clay that you can shape and paint, not triangles with textures. Please, someone, somewhere, spend five years making…

[deleted]

Re: Blender 2.92

#37

I hope one day there's a "Blender, but it's actually ZBrush" open source alternative to ZBrush. Once you use ZBrush, you'll never want to go back to traditional CAD-style creation. I won't claim that Blender can't solve it, but, the workflows are completely different. You end up thinking of models like clay that you can shape and paint, not triangles with textures. Please, someone, somewhere, spend five years making…

> Once you use ZBrush, you'll never want to go back to traditional CAD-style creation

That's a little too broad of a statement IMO.

If you're building organic shapes / characters, then yes.

For mechanical parts, using ZBrush is torture.

Also: as others have pointed out, there's already quite a lot of ZBrush-type features in Blender.

Re: Blender 2.92

#38
post #24
post #11

Damn, this looks nice! Especially the procedural stuff. I did use Blender roughly 10 years ago for school projects, and I would like to get back, anybody has a good tutorial lying around? :)

I got into it by watching Imphenzia's 10 minute modelling videos ( https://www.youtube.com/c/Imphenzia ). It's low poly, if that's your style, but "extrude, scale, indent" is pretty powerful as far as low poly modelling goes.

Extrude/scale/indent reminds me of my university days, so this looks great :)

Re: Blender 2.92

#39

I find Cinema4D’s UI and approach toward everything just brilliant. Tried using Blender 5 years ago and it was extremely unintuitive to use. UI consistency was all over the place. Has that changed since?

Blender 2.8 (2018) included a big UI overhaul.

Re: Blender 2.92

#40
post #3

Just playing with it now. The new geometry nodes are the beginning of something big... a more procedural approach to modeling. Perfect for natural distribution of things like rocks and plants. Our department (art and design) moved from 3ds Max to Blender last year, and have not looked back. The rapid pace of development is testament to the fact that Blender now has more than twice as many full time devs working on it…

I am so pumped for geometry nodes (and the broader effort, "everything nodes"). Tools like Houdini have been doing this for years and the stuff you can build with it is just... wow. Looks like the nodes selection for this first iteration is a little bare, but that's okay. Gotta start somewhere

Same here! I'm a programmer who dabbles in graphics so having a procedural workflow feels very natural to me and I love the direction geometry nodes is heading. Exciting times ahead!

Agreed, the support is a little bare currently but from what I understand the hard work has already been done and we should see lots more coming down the pipeline soon.

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