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Apple Joins Blender Development Fund

blender.org

91–100 of 285 posts

Re: Apple Joins Blender Development Fund

#91
post #71
post #55

Earlier quoted context omitted.

Not to mention the platform wide rollout of spatial audio.

And the text and object detection in real world scenes that is the most underrated feature in iOS 15 Edit: this tweet I just found shows exactly what I meant: https://twitter.com/juanbuis/status/1448686889158983681?s=21

Interesting. I was working on an app that would let users scan logos and return company data; carbon footprint other industrial impact metrics, individual investors, board, C-suite… into a shared repo of oligarchs who have chosen celebrity and visibility by “leading” us with our own data.

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.

Re: Apple Joins Blender Development Fund

#92
post #53
post #50

First time I'm hearing about Blender. Seems super cool. With a python API, would there be some automated way to turn drone footage into 3D environments?

Sure, but it seems you are looking for (monocular) SLAM?

I was thinking more so to add 3d objects to previously recorded drone footage.

Would SLAM be the best option there?

Re: Apple Joins Blender Development Fund

#93
post #43

Earlier quoted context omitted.

I doubt that Apple arcade makes them that much money. 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".

>Counting the App Store service fee of 30% as "game revenue" is disingenuous, 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.

> I dont see how that is disingenuous.

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?

Re: Apple Joins Blender Development Fund

#94
The "problem" I have with Blender is that I can use it about once or twice a year, and of course every time I forget how it works (or the UI has been updated to include an even bigger maze of options). It would be great if Blender had an API on which someone could develop a more beginner-friendly UI. (Curious to know if that happens to be the case).

Re: Apple Joins Blender Development Fund

#95
post #84

Earlier quoted context omitted.

>You're confusing not caring for the pro market with their approach to vertical integration. 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…

> already got a lot of pros off Macs What is your quantitative evidence for saying this?

Opinion and personal experience.

Re: Apple Joins Blender Development Fund

#97

This is great. Highly unlikely, but maybe Apple could release some gems from the Shake code base into the Blender compositor?

Very unlikely they'd use that code directly - would likely be easier to re-implement the features wanted natively in the blender codebase...

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.

Re: Apple Joins Blender Development Fund

#98
post #94

The "problem" I have with Blender is that I can use it about once or twice a year, and of course every time I forget how it works (or the UI has been updated to include an even bigger maze of options). It would be great if Blender had an API on which someone could develop a more beginner-friendly UI. (Curious to know if that happens to be the case).

I think Blender does have a Python API [1]. I used this somewhat during my graduate school days to do rendering.

[1]: https://docs.blender.org/api/current/index.html

Re: Apple Joins Blender Development Fund

#99
post #80

Earlier quoted context omitted.

Apple could just use the vendor-provided OpenGL (AIUI most of the code is common between Windows and Linux for the major vendors), which e.g. for nvidia still happily supports everything from 1.0 to the present.

> Apple could just use the vendor-provided OpenGL They are their own GPU vendor nowadays.

On Apple GPUs (including M1 Macs), an OpenGL->Metal layer is used.

Re: Apple Joins Blender Development Fund

#100
post #96

I'm not a user but I know Blender had existed for quite a while but how is it gaining traction a lot these days suddenly? Is there something that makes it a first choice for many professional users?

From what I have read (I don't do 3D modeling myself) Blender has overhauled its UI significantly over the past couple of years to great praise of a lot of people.
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